Bay 12 Games Forum

Finally... => Forum Games and Roleplaying => Topic started by: Zazmio on May 23, 2018, 08:24:05 pm

Title: Gridhood: Aspects of the Divine!
Post by: Zazmio on May 23, 2018, 08:24:05 pm
Welcome to Gridhood: Aspects of the Divine!

This Gridhood is going to be similar to Supernerd's Gridhood: Bay12 edition (http://www.bay12forums.com/smf/index.php?topic=170029.0).  However, there is one major difference -- Gods can now have an aspect, through which they can gain additional FP's!  I will bold any differences from Supernerd's Gridhood.  Players are advised to read the rules carefully.

Those of you not familar with Gridhood, I suggest you take a look at Supernerd's Gridhood to see how the game progresses.  Basically, you have civilization players, and you have god players.  Civilizations settle in a tile and have workers they can use to perform actions, such as foraging a tile, researching a technology, or praying to a god.  Gods can perform divine deeds such as creating land at a tile, creating weather, or zapping people; however, they are limited in what they can do by the amount of FP (Faith Points) they have, which is generated every turn in several different ways.

Note that in Gridhood, new rules get added as the game progresses, and players are advised to check here frequently.

Things do not happen until they appear in a turn update.  Thus, it is impossible for new civilizations to appear on the first turn, as there is no land.  For conflicting actions on the same turn, such as two gods creating land on the same tile, the first action posted takes precedence.  FP spent on actions that conflict with another is still used.

I will try to update this at least every 2 days, though it is always possible that I will get busy with something that causes a delay.

Some notes about inactivity:

Every player requires some book keeping, slowing down turn processing.  Even the gods; every turn has to be scanned through to see if their aspect gets triggered.  Inactive players increase GM work and turn processing time without contributing anything in return to the game.  Therefore, players who are inactive for 3 or more turns -- even gods -- will be removed.

You don't necessarily have to take any actions to avoid removal.  Simply posting to express interest in the game is sufficient.  If you are on vacation and can't do anything, but still want to play, post in the thread saying so.  I'll let players on vacation who still want to play stagnate for as long as they need.

Playing as a civilization
Spoiler (click to show/hide)
Playing as a God
Spoiler (click to show/hide)

Spoiler: The Bronze Age (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on May 23, 2018, 08:33:25 pm
Turn 0

(https://i.imgur.com/w5fh7lq.png)

The world is a formless void!


Technologies known by all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on May 23, 2018, 09:04:48 pm
Totally going to start playing this. Just as soon as some tiles start existing.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on May 23, 2018, 09:16:34 pm
For next turn:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on May 23, 2018, 10:53:43 pm
Farsky
I will PM you my Aspect, In fitting with it's name Never mind just going to post it, Titans.  I actually hinted at this in my poem in gridhood tribal uprising, no one picked up on it
I create a river that goes through D4, E4, and E5
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on May 24, 2018, 02:27:12 am
I am Nagas, God of Snakes!

Nags puts a swamp at I6 and saves the other two FP for now.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Leodanny on May 24, 2018, 08:50:51 am
I’ll wait until next turn, but here’s a sheet.

Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on May 24, 2018, 09:56:08 am
Mabel, god of Demihumans

Add a Forest at E3, a plains at D3, and a hill at C3
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nirur Torir on May 24, 2018, 02:29:23 pm
I'll be one of the unlikable gods pushing everyone to kill each other.

Malvol, god of Slaughter.

I'll put plains at H4 and H5, and swamps at I5.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on May 24, 2018, 04:43:28 pm
I’ll wait until next turn, but here’s a sheet.

Spoiler (click to show/hide)
Pick a trait.  Then resubmit.   8)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on May 24, 2018, 04:46:08 pm
Wait what? I was under the impression that Civilizations could not start playing until land existed, and that nothing exists until the update actually happens. So it shouldn't be possible to get established at D4 yet?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on May 24, 2018, 04:49:09 pm
Wait what? I was under the impression that Civilizations could not start playing until land existed, and that nothing exists until the update actually happens. So it shouldn't be possible to get established at D4 yet?
I’ll wait until next turn,

You know, for someone who antagonises everyone else for not reading... :P
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on May 24, 2018, 04:58:29 pm
I do not understand what Maximum Spin is talking about. I was referring to the GM's comment telling the person to pick a trait and resubmit. This seemed odd to me because I was under the impression that you couldn't submit a civilization application for a nonexistant tile, and the GM's words in that post appear to contradict that.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on May 24, 2018, 05:00:34 pm
I do not understand what Maximum Spin is talking about. I was referring to the GM's comment telling the person to pick a trait and resubmit. This seemed odd to me because I was under the impression that you couldn't submit a civilization application for a nonexistant tile.
I'm not letting him claim a tile before the turn is done.  Relax.  :) I meant for him to resubmit after I finish doing the turn.  Which I am doing now.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on May 24, 2018, 05:17:19 pm
Turn 1
(https://i.imgur.com/nRhBN6w.png)

Noteworthy Tiles:
Spoiler (click to show/hide)

Godly actions of note:

Farsky, God of Titans arrives!  He gestures, and riverlands arise at D4, E4, and E5!

Nagas the Snake God arrives!  With a thought, I6 becomes a swamp!

Mabel, God of Demihumans arises!  She(?) creates forest at E3, plains at D3, and hills at C3!

Malvol, God of Slaughter arises!  With a malevolent thought, plains are created at H4 and H5, and swamp at I5!

Godly status:
Spoiler (click to show/hide)

Attention civilization players!  You may now settle a tile!  If you tried to settle before this turn report, you must resubmit!  You can't claim a tile beforehand!

Technologies known by all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on May 24, 2018, 05:21:50 pm
oops, duplicate post.

Don't forget to pick a trait if you're a civ!
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on May 24, 2018, 05:22:09 pm
Nagas puts another swamp at C4!
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on May 24, 2018, 05:24:45 pm
 Amastay, the good of construction and hard work arrives.

He constructs forests at F3,4 and 5.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on May 24, 2018, 05:35:01 pm
Name: The Jotun Oligarchy
Trait: Giant
Starting Tile: D4

Spoiler: Action Post (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on May 24, 2018, 05:36:38 pm
(Yep, she)
No Action - am needed, see later post.
I shall wait and gather my power, now that mortals have room to grow, till there are requests or needs for me.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on May 24, 2018, 05:41:05 pm
Amastay  , the good of construction and hard work arrives.

He constructs forests at F3,4 and 5.
A god's aspect must be one word.  Is it construction?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on May 24, 2018, 05:56:36 pm
Just to confirm, is my Trait acceptable? The rules mention that it is supposed to be something a civilization is good at while my trait is more of a physical thing... But the example is Alcoholism, and alcoholism is not exactly a "thing you are good at".
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on May 24, 2018, 06:01:22 pm
Just to confirm, is my Trait acceptable? The rules mention that it is supposed to be something a civilization is good at while my trait is more of a physical thing... But the example is Alcoholism, and alcoholism is not exactly a "thing you are good at".
The dwarfs of Dwarf Fortress would disagree.

But yes, your trait is acceptable.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on May 24, 2018, 06:12:47 pm
Amastay  , the good of construction and hard work arrives.

He constructs forests at F3,4 and 5.
A god's aspect must be one word.  Is it construction?

yes, the rest is just fluff.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Leodanny on May 24, 2018, 06:21:04 pm
potatoe pirates
One word: sailing
We start on E4!
4 forage, one builds a little teeny house.
5 forage at E3
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on May 24, 2018, 06:24:47 pm
potatoe pirates
One word: sailing
We start on E4!
4 forage, one builds a little teeny house.
You must specify which tile you are foraging at.  Also, everyone starts with 10 houses, and the maximum you can have is 10 with current technologies.  So there is no need to build houses.
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on May 24, 2018, 06:31:50 pm
Farsky acts
he approaches nagas, if they work together he could make a snake titan, it would of course spare his followers.
he takes no actions this turn.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on May 24, 2018, 06:40:17 pm
Name: Dipnoi Republic
Species: Lungfish
Traits: Mud (Lovers)
Starting Tile: I6

Spoiler: Actions (click to show/hide)

Flail around in mud
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on May 24, 2018, 06:51:55 pm
I don't think that species is a seperate thing from traits. Also, the trait is one word.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on May 24, 2018, 06:56:10 pm
"Species" will be considered flavor text that doesn't affect the game.  Trait must indeed be one word.  I'll assume it's "Mud".
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on May 24, 2018, 06:58:15 pm
Yep, Species is just there for flavor :)
No problem with the trait, as long as it's about mud.
Title: Re: Gridhood: Aspects of the Divine!
Post by: RulerOfNothing on May 24, 2018, 08:17:17 pm
Posting to watch.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on May 24, 2018, 08:36:58 pm
Spoiler (click to show/hide)

Edited (and edited again)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on May 24, 2018, 09:05:17 pm
Spoiler (click to show/hide)
Once again, you are trying to start on a tile that doesn't yet exist!  You must pick a tile that currently exists, my friend!

Quote from: the OP
Things do not happen until they appear in a turn update.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Atomic Chicken on May 25, 2018, 01:58:01 am
Name: The Xekarni
Trait: Raider
Starting tile: I5

Spoiler: actions (click to show/hide)

Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on May 25, 2018, 04:03:25 am
I feel like I should play this because the god I play as in Supernerd's version is mentioned in the OP.

Blarg, the god of swamps appears.
He creates a Mangrove forest on K1 and a Bog on K2.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on May 25, 2018, 07:02:17 am
I'm gonna play as a civilization this time and I swear to god if angry neighbors make my life hell.

Also, can you please not put letters over tile names? It's a better idea to put tile info in the tile spoiler like with Supernerd and Nirur's edition, which use detailed tiles and not just solid colors with letters over them. Cmon.

The Orassan Empire, a race of cold-dwelling humanoid catpeople, wait before they find a suitably cold place for themselves to live.
Their natural coats of fur are thick enough to let them easily survive in the cold, but also not too thick to the point where they'd burn up inside a more temperate area.
Their fur colors, patterns, and other features can be anything a real world cat would have.

SHEET:
Name: Orassan Empire
Trait: Cat Eskimos (???)
Starting Tile: To be determined

There aren't any starting tiles that please me so I'll just reserve this civ until I find a cold tile to live on.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on May 25, 2018, 09:15:17 am
I'm gonna play as a civilization this time and I swear to god if angry neighbors make my life hell.

Also, can you please not put letters over tile names? It's a better idea to put tile info in the tile spoiler like with Supernerd and Nirur's edition, which use detailed tiles and not just solid colors with letters over them. Cmon.

The Orassan Empire, a race of cold-dwelling humanoid catpeople, wait before they find a suitably cold place for themselves to live.
Their natural coats of fur are thick enough to let them easily survive in the cold, but also not too thick to the point where they'd burn up inside a more temperate area.
Their fur colors, patterns, and other features can be anything a real world cat would have.

SHEET:
Name: Orassan Empire
Trait: Cat Eskimos (???)
Starting Tile: To be determined

There aren't any starting tiles that please me so I'll just reserve this civ until I find a cold tile to live on.
I see.
make B3 a frozen tundra.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nirur Torir on May 25, 2018, 10:33:58 am
Malvol turns B4 into a Taiga.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on May 25, 2018, 11:44:26 am
Spoiler (click to show/hide)
Once again, you are trying to start on a tile that doesn't yet exist!  You must pick a tile that currently exists, my friend!

Quote from: the OP
Things do not happen until they appear in a turn update.

Sorry about that. I'm fairly sure that my actions are valid now.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on May 25, 2018, 06:43:30 pm
Turn 2
(https://i.imgur.com/QuKM5SK.png)
Noteworthy tiles:
Spoiler (click to show/hide)
Godly actions of note:
Nagas creates a swamp at C4.
Amastay, God of Construction arises!
Amastay creates forests at F3, F4, and F5.
As prophesied in the Sacred Original Post of Rules, Blarg, God of Swamps appears!!!
Blarg creates a mangrove forest at K1, and a bog at K2!
The bog morphs into a swamp!!  (Please take pity on poor GM and restrain yourselves from creating scores of very similar land types!)
Mabel creates a tundra at B3.  (You must head your action post with your god name!  I'll let it slide this time!)
Malvol creates a taiga at B4.

Civilization actions:

The Jotun Oligarchy arises at D4!  They are giants!  Farsky, god of Titans is titillated!!!1!  He gains 3 FP!  Mabel, god of Demihumans is delighted!!  She gains 2 FP!
2 workers forage at D4 and find 4 food.
1 worker forages at D3 and finds 3 food.
1 worker forages at E3 but is driven away by 5 Potato Pirates!
1 worker prays to Farsky.
4 food is consumed to create 1 worker!  Apparently, giants consume more food than smaller humanoids!  Farsky, god of Titans, is amused by the population increase!  He gains 1 FP!  Mabel, god of Demihumans, is intrigued!  She gains 1 FP!

Potato Pirates arise at E4!
5 workers forage at E3.  They encounter a giant there!  Though the giant is large and fierce, their superior numbers drive the giant away!  They find 9 food.  Your workers report that foraging seems to be less efficient with more than 3 workers to a tile.

Dipnoi Republic arises at the I6 swamp!  Blarg, god of Swamps is intrigued!  He gains 1 FP!
1 worker prays to Nagas.
2 workers research Herbalism.
2 workers forage for food at I6.  Blarg, god of Swamps, is interested!  He gains 1 FP!  They find 4 food.

The People arise at H4!  Amastay, god of Construction, is excited by their interest in megaprojects!  He gains 3 FP!
3 workers forage at H4.  They find 7 food.
2 workers research simple hunting traps.

The Xekarni arise at I5!  Blarg, god of Swamps likes this turn of events!  He gains 1 FP!
2 workers research primitive weapons.
2 workers forage for food at I5.  Blarg, god of Swamps is entertained, and gains 1 FP!  The workers report difficulty in foraging in a swamp.  They find only 1 food.
1 worker forages for food at H5 and finds 2 food.
3 food is spent to create 1 worker.

Civilization status:
Spoiler (click to show/hide)
Godly Status:
Spoiler (click to show/hide)

Technologies known by all:
Spoiler (click to show/hide)

Let me know if I've made a mistake!
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on May 25, 2018, 06:50:13 pm
Farsky looks on
he creates a grove of large trees that forever bear fruit at C4 for 5FP.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on May 25, 2018, 06:52:15 pm
Should there be a list of trait effects somewhere?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on May 25, 2018, 06:57:09 pm
Name: Dipnoi Republic

1 worker prays to Blarg: "More swamps!"
2 workers research Herbalism
2 workers forage for Food at I6
Use 3 Food to create a Worker

Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on May 25, 2018, 07:00:47 pm
For the love of god please instead of using a half-assed key that wastes valuable image space and putting letters instead of actual tile graphics just use actually drawn tiles, colored borders that indicate what civilization is there instead of these ugly squares that you can't even call civ markers. (And why the fuck do civilizations not have their color in the civ spoiler?)

And mangrove forests just make my eyes bleed for the horrible attempt at giving them an image.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on May 25, 2018, 07:16:14 pm
Mabel Goddess of Demihumans
waits to act for this turn, having not enough FP for her own projects and there being no requests made of her for her to fulfill.
I intend to cooperate with Farsky to acomplish the creation of a new tile.
Actually mabel, my plan can wait, for now i have a simpler gift for the jotun.
But for in a few turns i have a marvelous idea here it is,
(not an actual action, me showing my write up for the tile, also how much would this cost?) Farsky Creates the land of falling stars, a single large meteor crashes at the center thrumming and crackling with mystic energy, Any animals that approach are struck with this energy, mutating them into twisted humanoid forms, just slightly larger than the average villager. As it's name suggests this tile is constantly under light meteoric bombardment, most burn up and are harmless but occasionally one will impact glowing with similar mystic energy to the central meteor. When an animal approaches it they are grabbed by beams of energy that pull them into the meteor, at which point they start glowing with energy and the ground closes up over them, sealing them away. After a gestation period they burst out of the ground, having become massive demihuman monstrocities Known as demon lords, bearing the sinister glowing payload of the meteor that created them. These beasts bear some of the abilities of their base animal, in addition some of them posses mystic powers, crackling with green lightening, they vary in size, however all are at least a bit taller than a jotun villager, however they can grow much taller. The creatures grow more powerful the longer they are let to stew within their tile, this includes "demon lords" who tend to grow larger the longer the tile has gone without being completely wiped of these beasts. All beasts that are created here follow a few general behaviors, they are hostile towards outsiders (villagers, but not other animals), but not each other, and seem to group up around the largest and most powerful of these creatures, forming impromptu armies for these "demon lords". These groups occasionally leave their home tile, but this is fairly rare, When slain a "demon lord" provides an immense amount of meat, and if slain alone in single combat their energies flow into whoever defeated them, augmenting their strength. In addition their bones, and the crystal that created them, are magical, slightly.

wooh that took a while to write. Jotun tribe, I designed this so you can (not easily but can) defeat these guys in single combat, while other tribes will have trouble actually killing them due to their strength and minions. In addition this would, (probably) give me and mabel FP, which lets us help you more (the tile has demihumans, titans) This would go on E4
"I see your idea, and do favor the giants, but I don't think that degree of aggression towards the river pirates is needful. The giants seem quite capable of taking care of themselves, and I don't want to expend power simply making the world more hostile while everything is so new. Why not see what the giants do to defend themselves first?"

Quote
Warning - while you were typing a new reply has been posted. You may wish to review your post.

...
...
"That... your proposal doesn't negate what I was saying before, but... I must admit, I am tempted. I had something... related... in mind, but of a less aggressive nature."
"I am concerned though, how this might affect the reputation and treatment of demihumans in general, amoungst all peoples. I do not wish to set a chain of events in motion causing those I like to be hunted down and attacked because of their similarity to something people fear."
anything i can change to get you to help me with it? Oh i know, make them non hostile, they only attack if attacked, or if you enter their turf. then simply their size will cause problems for people.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on May 25, 2018, 07:17:36 pm
0cra_tr0per, I think you are being far more rude than you need to be with your criticisms. Also, I find it ironic that the guy who made ASCIIHOOD is complaining about Gridhood graphics.
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on May 25, 2018, 07:17:45 pm
Farsky requests mabel's help with giving the Jotun a new tile, With their combined FP they can make a much better tile.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on May 25, 2018, 07:18:31 pm
"I am intrigued, what design do you have in mind?"
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on May 25, 2018, 07:20:43 pm
Well I am thinking of either infesting E4 with beasts (to both drive off the potato pirates and give the jotun a new source of food, and possibly magic, Have any suggestions for what the beasts could be?), Or change their home tile into a  Graveyard of ancient titans, with the magic of their bones rendering the area incredibly fertile.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on May 25, 2018, 07:31:36 pm
Should there be a list of trait effects somewhere?
Traits' exact effects are a mystery.  One can use common sense to guess what they might be.  All traits give  at least small bonuses to something.  In the case of maluses such as your Jotun's increased food consumption, the bonuses outweigh any maluses.
For the love of god please instead of using a half-assed key that wastes valuable image space and putting letters instead of actual tile graphics just use actually drawn tiles, colored borders that indicate what civilization is there instead of these ugly squares that you can't even call civ markers. (And why the fuck do civilizations not have their color in the civ spoiler?)

And mangrove forests just make my eyes bleed for the horrible attempt at giving them an image.
Though it's similar to Supernerd's Gridhood, this is a different Gridhood with a different style.  I've decided civ colors in the turn post aren't worth the extra effort, though that might change.  If you don't like it, you don't have to play.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on May 25, 2018, 07:38:57 pm
The People

2 workers forage at H4
2 workers research simple hunting traps
1 worker prays to Nagas
Use 3 food to create a worker
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on May 25, 2018, 07:49:25 pm
0cra_tr0per, I think you are being far more rude than you need to be with your criticisms. Also, I find it ironic that the guy who made ASCIIHOOD is complaining about Gridhood graphics.

I could draw tiles if I wanted, it's just that I wanted something more fitting for a forum about an ASCII game.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on May 25, 2018, 08:08:02 pm
Aware of the higher than normal amount of food that they need to survive, The Jotun Oligarchy focuses entirely on food collection this turn. They forage in groups in order to fend off evil potatoes should the need arise.

Spoiler: Action Post (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on May 25, 2018, 08:14:21 pm
Actually mabel, my plan can wait, for now i have a simpler gift for the jotun.
But for in a few turns i have a marvelous idea here it is,
(not an actual action, me showing my write up for the tile, also how much would this cost?) Farsky Creates the land of falling stars, a single large meteor crashes at the center thrumming and crackling with mystic energy, Any animals that approach are struck with this energy, mutating them into twisted humanoid forms, just slightly larger than the average villager. As it's name suggests this tile is constantly under light meteoric bombardment, most burn up and are harmless but occasionally one will impact glowing with similar mystic energy to the central meteor. When an animal approaches it they are grabbed by beams of energy that pull them into the meteor, at which point they start glowing with energy and the ground closes up over them, sealing them away. After a gestation period they burst out of the ground, having become massive demihuman monstrocities Known as demon lords, bearing the sinister glowing payload of the meteor that created them. These beasts bear some of the abilities of their base animal, in addition some of them posses mystic powers, crackling with green lightening, they vary in size, however all are at least a bit taller than a jotun villager, however they can grow much taller. The creatures grow more powerful the longer they are let to stew within their tile, this includes "demon lords" who tend to grow larger the longer the tile has gone without being completely wiped of these beasts. All beasts that are created here follow a few general behaviors, they are hostile towards outsiders (villagers, but not other animals), but not each other, and seem to group up around the largest and most powerful of these creatures, forming impromptu armies for these "demon lords". These groups occasionally leave their home tile, but this is fairly rare, When slain a "demon lord" provides an immense amount of meat, and if slain alone in single combat their energies flow into whoever defeated them, augmenting their strength. In addition their bones, and the crystal that created them, are magical, slightly.

wooh that took a while to write. Jotun tribe, I designed this so you can (not easily but can) defeat these guys in single combat, while other tribes will have trouble actually killing them due to their strength and minions. In addition this would, (probably) give me and mabel FP, which lets us help you more (the tile has demihumans, titans) This would go on E4
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on May 25, 2018, 08:22:03 pm
"I see your idea, and do favor the giants, but I don't think that degree of aggression towards the river pirates is needful. The giants seem quite capable of taking care of themselves, and I don't want to expend power simply making the world more hostile while everything is so new. Why not see what the giants do to defend themselves first?"

Quote
Warning - while you were typing a new reply has been posted. You may wish to review your post.

...
...
"That... your proposal doesn't negate what I was saying before, but... I must admit, I am tempted. I had something... related... in mind, but of a less aggressive nature."
"I am concerned though, how this might affect the reputation and treatment of demihumans in general, amoungst all peoples. I do not wish to set a chain of events in motion causing those I like to be hunted down and attacked because of their similarity to something people fear."
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on May 25, 2018, 08:23:32 pm
anything i can change to get you to help me with it? Oh i know, make them non hostile, they only attack if attacked, or if you enter their turf. then simply their size will cause problems for people.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on May 25, 2018, 08:30:30 pm
"Why would I want one of my peoples to be forced to live their life in a cage?"

edit:
"oh, wait, nevermind, I misunderstood. you aren't thinking of trapping them there, but instead of not forcing them to attack others outside the territory they've claimed. That, actually is totally fine with me. I am willing to cooperate with you to achieve this."
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on May 25, 2018, 08:33:08 pm
"Why would I want one of my peoples to be forced to live their life in a cage?"
Live in a cage how? These things are barely intelligent, and i could rework it to be that when killed they just return to being normal animals and pop out of their monstrous forms(without these forms disappearing), keeping their whole humanoid thing, and being sentient.
Nevermind this, it was before you edited your thing.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on May 25, 2018, 08:39:58 pm
0cra_tr0per, is there anything else you need for your civ to be founded?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Atomic Chicken on May 26, 2018, 01:11:43 am
I actually quite like the map style, though I agree that the civilisation colours should be added to the key to facilitate readability. Also, it might be a good idea to make the colours used for the civs at I5 and I6 easier to distinguish.

The Xekarni

3 research primitive weapons
3 forage at H5
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on May 26, 2018, 04:32:49 am
Amastay, the god of construction, looks on with interest, but he does not act yet.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on May 26, 2018, 07:05:59 am
Blarg creates a Mangrove forest on J1 and a Swamp on J2.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on May 26, 2018, 09:26:39 am
0cra_tr0per, is there anything else you need for your civ to be founded?

That's all.

Name: Orassan Empire
Trait: Cat Eskimos (???)
Starting Tile: B3

2 people forage B3
1 person forages B4
2 research tool usage
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nirur Torir on May 26, 2018, 10:32:33 am
Malvol violently creates plains at I4.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on May 26, 2018, 01:27:41 pm
I am going to point out a couple of things.

First of all, there are not actually any rules in place that permit gods to pool their FP to do a single thing. It might still work (or at least not penalize you if you attempt it) though.

Second, if a special tile is "Too powerful" the rules state that the GM can make it cost more than just 5FP. If I was the GM, I would definitely count the meteor thing as exactly this.

Third, remember that it only takes 3FP to replace a tile. Any other god would be able to undo your 5+FP of work with only 3FP. Doing so would not only get them favor with other civilizations who might not appreciate the tile, but it would also undo your efforts.

And fourth... Having to keep track of different traits for each individual worker might put stress on the GM. We want GM stress to be low to reduce the odds of this game dying.
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on May 26, 2018, 01:29:23 pm
OK, I can change some things about it, and i would protect it, Kinda why i am saving my two extra FP.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on May 26, 2018, 02:36:45 pm
Nagas replaces B3 with a desert for 3FP!

NO COLD, COLD BAD FOR SNEK

Then it puts another swamp at I7.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on May 26, 2018, 02:55:05 pm

Name: Orassan Empire
Trait: Cat Eskimos (???)
Starting Tile: B3

2 people forage B3
1 person forages B4
2 research tool usage
You can be Cat or Eskimo... which is it gonna be, my friend?  If you prefer cold, I'd suggest Eskimo, and have Cat be just flavor text.

I am going to point out a couple of things.

First of all, there are not actually any rules in place that permit gods to pool their FP to do a single thing. It might still work (or at least not penalize you if you attempt it) though.
I will allow pooling of FP into a big project, and gifting of FP to other gods.

I assume the rest of your post has something to do with dgr's special land proposal, which I haven't had time to read through yet.  A tile involving meteors and all kinds of other things that impact workers and stuff outside of the tile will most likely be very expensive, costing many multiples of 5 FP.  Something adding major amounts of record-keeping probably won't be allowed.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on May 26, 2018, 03:29:27 pm
Yeah, go with cat as flavour text.

Nagas replaces B3 with a desert for 3FP!

NO COLD, COLD BAD FOR SNEK

Then it puts another swamp at I7.

Temperate air is toxic to snakes.

Not to mention someone will just turn my future desert into a tundra because tundras are just cold deserts.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on May 26, 2018, 03:30:28 pm
Name: Dipnoi Republic (action change)

1 worker prays to Nagas: "Mud! Happy!"
2 workers research Herbalism
2 workers forage for Food at I6
Use 3 Food to create a Worker
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on May 26, 2018, 03:55:22 pm
Name: Cait Sith
Trait: Magic
Starting Tile: K1

Actions:
 2 workers research primitive spear-making.
 3 workers gather food at K1.


The Cat Fairies have arrived.

Cat Ears and tail. Good eyesight. Night vision. None taller then 5'5. Normal skin.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on May 26, 2018, 04:31:08 pm

Just to let you know the process I'll try to use for determining FP cost of a special tile.

For 5 FP, you get one special effect, such as increased fertility, monsters, active volcano.

So we have a tile that makes monsters for 5 FP.  But how powerful are these monsters?  Extremely powerful monsters would cost 10, 15, or more.

The monsters gather into armies.  That's very powerful.  Say, another 5 FP.

The monsters gift food and special powers to workers that defeat them.  5 FP for just food, 10 or more FP for special powers gifted.  Though, since the monsters are powerful and hard to defeat, maybe not so much FP added.

The monsters leave their starting tile.  +10 FP.

So we're looking at 25-40 FP to make this tile.
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on May 26, 2018, 04:31:59 pm
OK, What can i change to decrease the cost?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on May 26, 2018, 05:13:28 pm
OK, What can i change to decrease the cost?

The entire tile idea is a bit of a mess in my professional opinion. If your goal is to help the Jotun Oligarchy, then here are some ideas.

If you want to provide the Jotun Oligarchy with food without making it easy for other civilizations to get to, you can make some fruit bearing trees that grow fruit about 12 feet above ground level. A giant can reach up and grab it, but a normal person would need to jump or climb.

If you want to give a blessing to the Jotun Oligarchy and not others, you can change their home tile. This will be difficult for other civilizations to interact because its already giant infested so you don't need additional monsters.

If you want to harm other civilizations, you can replace tiles near them with less useful tiles. For example, if a civilizations trait is sailing you can remove the water tiles near them and replace them with say... Mountains or something.

An alternative way to harm one civilization and not others is to consider their differences. Instead of complex demons, ordinary animals can suffice. Solitary predators tend to avoid dangerous prey if they can so they would be less inclined to attack the Jotun Oligarchy. A similar idea would be to put piranhas in the water to make sailing more dangerous as the Potato Pirates would take to the waters much earlier than the Jotun Oligarchy.

... I should play as a god in the next Gridhood game that pops up.
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on May 26, 2018, 05:15:38 pm
I am giving you a tile that is basically that now, i just really want to do something cool, i can change most of it to get it to work, primarily by making the giant ones be the main/only thing spawned, and not having them leave the area.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on May 26, 2018, 05:50:06 pm
I just want to say, hopefully without compromising GM neutrality too much, that dgr is on the right track.

What I mean is, this is one kind of thing I expect gods to do; that is, use their FP to create tiles or whatever that cause them to gain FP through their Aspect.  So Farsky, aspect of Titans, would be smart to create tiles that create giant or titanic creatures, since he could theoretically gain FP when its creatures cause "events".

If Farsky just wants to help the Jotun, it would indeed be cheaper to simply create a fertile tile they can access.  But that might not cause "events" that trigger his Aspect.  All I'm saying is, he's on the right track, and other gods might want to think similarly.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on May 26, 2018, 05:51:16 pm
I think a tundra tile with mammoths might work. Granted, I'm the one with a magical race. Thank you Blarg for giving us more land.


Also, my people are alright where they are correct?
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on May 26, 2018, 05:55:33 pm
Yes, Exactly, AND CAN NOBODY SEE THAT I AM GIVING THEM A DIFFERENT TILE THIS TURN, ONE THAT IS ACTUALLY USEFUL FOR THEM.
This is also the reason i made them demihumans, to entice mabel to help me make it, since it would give her FP too.
And why I am doing a tile that spawns giant monsters specifically is
1. because it is really cool
and 2. because the beasts are hard to kill and will thus offer a challenge to those who would attempt to best them and gain their power. Though i will remove the smaller monsters and just go with it spawning giant monsters from time to time.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on May 26, 2018, 06:17:03 pm
Yes, Exactly, AND CAN NOBODY SEE THAT I AM GIVING THEM A DIFFERENT TILE THIS TURN, ONE THAT IS ACTUALLY USEFUL FOR THEM.

I did not notice your action because it was edited.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on May 26, 2018, 09:29:30 pm
Turn 3
(https://i.imgur.com/RQbPX0i.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Godly actions of note:
For 5 FP, Farsky creates a grove of large trees that forever bear fruit at C4!
Blarg creates a mangrove forest at J1, and a swamp at J2.
Malvol creates a plains at I4.
For 3 FP, Nagas replaces the tundra at B3 with a desert!  Then he creates a swamp at I7.
Farsky's and Mabel's attempt at creating a tile fails with no loss of FP.  However, it prods the GM into creating new rules!

New rules created!

Gods can now gift FP to other gods!

Gods can now do Divine Projects!  A Divine Project is a tile, artifact, or creature that probably has a high FP requirement.  Give the DP a unique name, describe it, and add at least 1 FP to the project.  Other gods can add FP to the project if they want, and FP can be added on the same turn that the project is created.  The project persists until it has the required FP to be created.  Nothing is created in the world until the DP gets the required FP.  You may ask the GM how much your project will cost, and the GM will give an approximate amount, if he's feeling generous!  Attempts at spamming pointless projects might have unfortunate consequences!

Artifacts and creatures can be created with FP!  The rules are similar to the creation of tiles.  You must specify the tile where they are created.

Civilization actions:

The People
2 workers forage for food at H4 and find 3 food.
2 workers research simple hunting traps.
1 worker prays to Nagas.
3 food is consumed to create one worker.

The Jotun Oligarchy
3 workers forage for food at D4 and find 4 food.
3 workers forage for food at D3 and find 8 food.

The Xekarni
3 workers research primitive weapons, and the research is completed!
3 workers forage for food at H5 and find 6 food.

Orassan Empire emerges at B3!
2 workers forage for food at the tundra at B3 and find 4 food.
1 worker forages for food at B4 and finds 3 food.
2 workers research Tool Usage.
Orassan Empire's homeland has been converted to desert!  This is a traumatic event!  Orassan Empire can now relocate their home to a tile within 2 tiles if they want, but will lose all their housing! 

Dipnoi Republic
1 worker prays to Nagas.
2 workers research Herbalism.
2 workers forage for food at I6 and find 4 food.  Blarg, god of Swamps gains 1 FP!
3 food is consumed to created 1 worker.

Cait Sith emerges at K1!  Blarg, god of Swamps is almost interested, but the tile is not quite a swamp.
2 researchers research Primitive Spear-Making.
3 workers forage for food at K1 and find 5 food.

Potato Pirates stagnate.

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on May 26, 2018, 09:39:45 pm
Dipnoi Republic

1 worker prays to Nagas: "More swamps?! Praise Nagas!"
2 workers research Herbalism
1 worker forages for Food at I6
2 workers forage for Food at I7
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on May 26, 2018, 09:41:36 pm
Mabel Godess of Demihumans
Commence working on an Artifact, Seed of Ice. If it is tended by a worker, it will convert whatever tile it is located in into a cold-weather variant of itself over time. This artifact will be created at B4.
No. I would prefer to help, but frankly, I am overextending myself. I need to commence working on my own projects. If they pray to me, I will happily convert empty space near them into more cold regions, but I need to spend my energy on projects pertaining to my own domain.
Create a Frozen Demihuman Forest at B3 for 5FP, All people born there will be hybrids of both humanity and the species best pertaining to their personality.
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on May 26, 2018, 10:05:36 pm
Farsky acts
He starts a divine project on the land of falling stars at d5, he puts 2 fp into it (warning, wall of text, want to make sure I get the idea across, how much would this cost roughly? Wait, no that is too ambitious
Spoiler: write up here (click to show/hide)
Instead He begins work on something simpler, a project for a mecha robot factory at H3, It's simple enough, it makes mechs, I am not particular what kind, and it does so automatically. He puts 2 FP into it, the mechs should be custom made for whoever enters it, being able to operate them effectively.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on May 26, 2018, 10:09:07 pm
I forgot to indicate the Orassan and Cait Sith home tiles on the map.  Will do in the next update.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on May 26, 2018, 10:25:54 pm
Farsky acts
He starts a divine project on the land of falling stars, he puts 2 fp into it (warning, wall of text, want to make sure I get the idea across, how much would this cost roughly?
Spoiler: write up here (click to show/hide)
I appreciate your enthusiasm, and you are on the right track.  However, I suggest cutting down on the details, because, in addition to making it a hard to read wall of text, it's also hard to tell flavor text from attributes that add to the power.  This version seems just about the same as the last version, with some minor changes.  I would guess 25-35 FP right now.  Maybe you could try simplifying that description a bit.

edit:  also, don't forget the tile coords
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on May 26, 2018, 10:29:16 pm
I simplified it a bit, am working on simplifying some more, Simplified a bunch more.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on May 26, 2018, 10:36:37 pm
I suggest not putting the description in colored text, too! You could also make a summary of desired traits for your location in the form of a list.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on May 26, 2018, 10:40:56 pm
The Jotun Oligarchy continues their foraging. They expand their civilization to increase their collective strength and honor their patron gods at the same time. Unconcerned about the possibility of depleting the resources of trees that forever bear fruit, they focus their efforts on a single tile to both protect it from rival civilizations and discover if it shares the same diminishing returns that a regular tile has.

(ooh. This game is updating quickly. Keep up the good work!)

Spoiler: Action Post (click to show/hide)

I have a question. If primitive buildings only require "1 worker" to make, does that mean it always takes 1 worker's action to make one regardless of any tools or traits they may have that can increase labor output?
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on May 26, 2018, 10:44:14 pm
I have once again updated it, i changed the color back to normal and added a list of desired traits.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on May 27, 2018, 12:25:58 am
Amastay, the god of construction will use his 5fp to create a special tile.

He changes the planes at H4, smoothing out the geography and reinforcing the foundations so that anything built on the tile can be constructed quickly, easily, and with great effect. Any small rivers or creeks are forced into more geometrical routes, using easy to quantify angles and steps instead of organic curves and declines. 

Constructing anything here (for example, a mega project), or partitioning the land should be a much easier process now.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on May 27, 2018, 12:31:38 am

I have a question. If primitive buildings only require "1 worker" to make, does that mean it always takes 1 worker's action to make one regardless of any tools or traits they may have that can increase labor output?
The tech should say "1 labor" to make.  So if you somehow get special workers that have 2 labor, 1 worker could make 2 primitive houses.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on May 27, 2018, 01:52:38 am
Nagas places swamps at H6, H7, and G7.

"Blarg, alliance? Swamp is good for snek."
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on May 27, 2018, 01:53:48 am
Nagas places swamps at H6, H7, and G7.

"Blarg, alliance? Swamp is good for snek."
Dipnoi Republic: swampgasm
Title: Re: Gridhood: Aspects of the Divine!
Post by: Atomic Chicken on May 27, 2018, 02:46:35 am
The Xekarni

3 forage at I4
1 forages at H5
2 create primitive weapons
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on May 27, 2018, 04:41:55 am
Nagas places swamps at H6, H7, and G7.

"Blarg, alliance? Swamp is good for snek."
"I accept this alliance, we shall make a big snake filled swamp."

Blarg creates a swamp at K3 and J3.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on May 27, 2018, 07:19:38 am
Hey? What about us? We can't survive in these temperatures!

Also, please, for the love of all that is holy, I'm quitting this game if I have to put up with people ruining it for me as a civilization. That already happened once, and what the fuck did I ever do to you?
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on May 27, 2018, 09:23:19 am
I forgot to indicate the Orassan and Cait Sith home tiles on the map.  Will do in the next update.

We're demihumans too.

Cait Sith

3 workers research primitive spear-making.
 2 workers gather food at J1.

Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on May 27, 2018, 09:47:35 am
Hey? What about us? We can't survive in these temperatures!

Also, please, for the love of all that is holy, I'm quitting this game if I have to put up with people ruining it for me as a civilization. That already happened once, and what the fuck did I ever do to you?
From what I can tell, apparently you aren't getting counted as demihuman unless it's your trait. for example when you had to choose between cat and eskimoo and you chose eskimoo, that apparently made you not a demihuman after all.
however, there is still a Taiga next to you, and I can still support you despite lacking synergy, but quite frankly, Nagas (who made your tundra into a desert) has a number of active worshippers supporting them, and I have literally none. If I'm going to continue to try to support, I need to have FP to do it. So I have to prioritize projects that will net me FP over time over providing immediate support for you.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on May 27, 2018, 09:53:33 am
The People

2 workers forage at H4
2 workers forage at H5
2 workers research simple hunting traps
Use 3 food to create a worker
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on May 27, 2018, 10:16:33 am
To be fair, at the moment, the Cait Sith are interested in fish. Help out our fellow cats once we are sustainable. Just last 3 more turns Eskimo cats.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on May 27, 2018, 10:24:01 am
...
...
I know what I'll do...
editing action now.

All that really took was changing the tile of my action, and putting one extra word at the front. so...

PLEASE be aware that I'm not going to be able to protect that tile unless I have additional FP. If Nagas decides to overwrite the tile again, I will be unable to do anything about it.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on May 27, 2018, 12:47:24 pm
Hey? What about us? We can't survive in these temperatures!

Also, please, for the love of all that is holy, I'm quitting this game if I have to put up with people ruining it for me as a civilization. That already happened once, and what the fuck did I ever do to you?
From what I can tell, apparently you aren't getting counted as demihuman unless it's your trait. for example when you had to choose between cat and eskimoo and you chose eskimoo, that apparently made you not a demihuman after all.
however, there is still a Taiga next to you, and I can still support you despite lacking synergy, but quite frankly, Nagas (who made your tundra into a desert) has a number of active worshippers supporting them, and I have literally none. If I'm going to continue to try to support, I need to have FP to do it. So I have to prioritize projects that will net me FP over time over providing immediate support for you.

Me and the GM agreed on the Orassans being cats as flavour text.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on May 27, 2018, 12:49:09 pm
Yes, and that translates to you not falling under my purview. I'm looking out for you ANYWAY, but doing so costs me kinda bad.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on May 27, 2018, 12:59:58 pm
Mabel Godess of Demihumans

Create a Frozen Enchanted Forest at B3 for 5FP, All those born there will have magic within them, making them hybrids of both their birth race and the species best pertaining to their personality. Granting them positive effects at whatever they choose to do in life and making them Blessed of Mabel.

Hey, this should put you under Mabel's purview. So rejoice and pray to her, she who is kind.

(I am going to be glad when I have enough food, then I can spend some prayer. Once I can Spear fish of course.)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on May 27, 2018, 01:00:40 pm
Flavor text is by definition meaningless. Also, cats are more of a feline than a demihuman.

If I was 0cra_tr0per, I would have picked a trait which exemplified both cold and cats with a single word. Probably a long haired cat species name or a portmanteau. Probably "Siberian", which is a kind of cat that is well adapted to cold weather native to Russia.

Edit: And now I feel silly because I also thought of a better trait I could have picked for myself. Ettin! Ah well. Giant is still pretty neat despite the crippling 1.5X food costs.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nirur Torir on May 27, 2018, 02:18:51 pm
Malvol creates plains at C2.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on May 27, 2018, 02:47:14 pm
Mabel Godess of Demihumans
regions, but I need to spend my energy on projects pertaining to my own domain.[/i]
Create a Frozen Enchanted Forest at B3 for 5FP, All those born there will have magic within them, making them hybrids of both their birth race and the species best pertaining to their personality. Granting them positive effects at whatever they choose to do in life and making them Blessed of Mabel.
I think this would require more than 5 FP.  You could have the tile make workers be magic/their trait hybrids for 5 FP.  "Granting them positive effects at whatever they choose do to..." and making them blessed would add another 5 or 10, depending on if Blessed of Mabel is just flavor text or does something.
edit:  You appear to be trying to have the tile make workers be both magical and demihumans.  That right there would be 10 FP.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on May 27, 2018, 02:49:19 pm
In that case do you mind adding the Hybrid trait to them instead of the full effects?

action post edited to match the above request.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on May 27, 2018, 02:53:48 pm
Now, about flavor text.  It's possible that flavor text might impact the game.  However, I have to draw the line at flavor text impacting Aspects.  If I didn't. we'd have players making walls and walls of flavor text, hoping it would trigger their favorite god's aspect.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on May 27, 2018, 02:56:39 pm
that's fair, wasn't trying to complain about it. Just letting the civ know why I have to prioritize projects that have a return benefit.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on May 27, 2018, 02:56:57 pm
Mabel Godess of Demihumans

Create a Frozen Demihuman Forest at B3 for 5FP, All those born there will be hybrids of both their birth race and the species best pertaining to their personality.
Ok, I think I will allow this for 5 FP.

Edit:  The intent is to make them into demihumans, right?  That's not exactly clear from the description.  You might want to reword that
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on May 27, 2018, 03:34:40 pm
Done.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on May 27, 2018, 07:37:12 pm
A thought occurs. If this game keeps updating daily... I'll have to stop claiming that my game updates more frequently than the next leading brand!

Well, either that or start updating daily myself. Hmm...
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on May 27, 2018, 07:59:29 pm
Orassan Empire
2 forage B3
1 prays to Mabel
2 research tool usage
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on May 28, 2018, 04:34:23 am
Turn 4
(https://i.imgur.com/XVpJBAE.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Godly actions of note:
For 5 FP, Mabel creates a Frozen Demihuman Forest at B3!
Farsky tries to create Divine Project "Mecha Robot Factory" and fails.  (Let's be reasonable.  The civs are in the stone age.  Giving them mechs would make them invincible.)
For 5 FP, Amastay creates the Plains of Planes at H4!
Nagas creates swamps at H6, H7, and G7.
Blarg creates swamps at K3 and J3.  The world seems to be getting taken over by swampland!
Malvol creates plains at C2.

New rules created!
Civilizations can now hunt!  Workers must be armed with some kind of weapon to hunt.  Example order:  "1 worker hunts at A1 with 1 crude spear."  Hunting does not reduce efficiency of foraging taking place in the same tile.  Fishing can also be done at tiles with water, such as rivers, swamps, beaches, or mangrove forests.  Workers must have a spear or some kind of fishing tool.

Zap now costs 2 and 3 FP instead of 3 and 5 FP!

Civilization actions:

Dipnoi Republic
1 worker prays to Nagas.
2 workers research Herbalism, and the research is completed!
1 worker forages for food at I6, and finds 3 food.
2 workers forage for food at I7, and find 3 food.  Foraging taking place in swamps is getting to be old hat.  Blarg gets 1 FP total.

The Jotun Oligarchy
6 workers forage at C4, and find 16 food.  Workers report foraging is less efficient with more than 3 workers there.
4 food is consumed to create 1 worker.  Farsky gets 1 FP!  Mabel gets 1 FP!

The Xekarni
3 workers forage for food at I4, and find 7 food.
1 worker forages for food at H5, but is driven away by 2 strange workers!
2 workers create 2 crude spears.

Cait Sith
3 workers research Primitive Spear-Making.
2 workers forage for food at J1, finding 4 food.

The People
2 workers forage for food at H4, and find 4 food.
2 workers forage for food at H5, and find 5 food.  They encounter 1 strange worker, which they drive away!
2 workers research Simple Hunting Traps, and the tech is completed!
3 food is spent to make 1 worker.

Orassan Empire
2 workers forage for food in the desert at B3, and miraculously find 2 food.
1 worker prays to Mabel.
2 workers research Tool Usage.

Potato Pirates stagnate.

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)

Check your food and FP's and all!  I feel like I forgot something, or made a mistake somewhere!
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on May 28, 2018, 05:15:47 am
Dipnoi Republic
1 worker researches Mud Survival
2 workers research Blowdarts
3 workers forage for Food at H6
Use 3 Food to create 1 worker
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on May 28, 2018, 05:37:10 am
B3:  +Frozen Demihuman Forest+
Blarg looks at B3 and wonders why anyone would want to live in a frozen forest.

Blarg places a Boreal Demihuman mangrove forest on B3 for 5FP, All people born there will be hybrids of both humanity and the species best pertaining to their personality.
"But look at this, with this you get Mabel's magic stuff, water, trees, and a little summer, its got all kinds of good stuff."
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on May 28, 2018, 07:20:58 am
"Blarg, we're cold-dwelling felines."

Orassan Empire
2 people forage B3
1 person researches Coldlands Survival
2 people finish working on Tool Usage
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on May 28, 2018, 07:29:20 am
Cait Sith
"We've almost ready!"

1 worker researches Primitive Spear-Making.
2 workers forage for food at J1.
2 workers forage for food at K1

6 food is used to create 2 workers.



OoG(I hope the fact that we researched something specific gets us better spears than The Xekarni. Or is it jsut their trait that makes it take that form of 5/5?)
(Ah, well, we were planning on spearfishing anyway.)
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on May 28, 2018, 08:01:36 am
"Blarg, we're cold-dwelling felines."
"So what if I make it a magical Boreal mangrove forest instead?"
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on May 28, 2018, 08:02:37 am
"Blarg, we're cold-dwelling felines."
"So what if I make it a magical Boreal mangrove forest instead?"

"Deal."
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on May 28, 2018, 08:07:35 am
"Blarg, we're cold-dwelling felines."
"So what if I make it a magical Boreal mangrove forest instead?"

"Deal."
"I have changed it to match the agreement."
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on May 28, 2018, 08:14:31 am
Mabel
Protect B3 with all 3 of my FP, or if more efficient, directly oppose Blarg's action as long as it is changing the tile B3.
never mind, he changed his action to not be problematic after all.
"Blarg, WHY? After I put that much effort in you decide to just muscle your way in specifically to mess me up? If you wanted to do this then where were you earlier, BEFORE I had expended so much effort on that area? Move your efforts one tile over."
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on May 28, 2018, 09:11:17 am
Mabel
Protect B3 with all 3 of my FP, or if more efficient, directly oppose Blarg's action as long as it is changing the tile B3.
"Blarg, WHY? After I put that much effort in you decide to just muscle your way in specifically to mess me up? If you wanted to do this then where were you earlier, BEFORE I had expended so much effort on that area? Move your efforts one tile over."

"Why can't you two just agree on making a Magical Boreal Demihuman Mangrove Forest?"
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on May 28, 2018, 09:12:56 am
"Because I'm basically out of power to contribute to making it that way, and doing so would probably require slightly more than both myself and Blarg have combined? I don't see blarg being willing to devote himself to that kind of expense."
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on May 28, 2018, 09:27:11 am
"Blarg, we're cold-dwelling felines."
"So what if I make it a magical Boreal mangrove forest instead?"

Quote from: Mabel
Create a Frozen Demihuman Forest at B3 for 5FP, All people born there will be hybrids of both humanity and the species best pertaining to their personality.
Mabel
Protect B3 with all 3 of my FP, or if more efficient, directly oppose Blarg's action as long as it is changing the tile B3.
"Blarg, WHY? After I put that much effort in you decide to just muscle your way in specifically to mess me up? If you wanted to do this then where were you earlier, BEFORE I had expended so much effort on that area? Move your efforts one tile over."

"Why can't you two just agree on making a Magical Boreal Demihuman Mangrove Forest?"


Oh, Blarg, why not just change the forest type to a Boreal Mangrove Forest? Keep Mabel's Frozen Demihuman adjectives.

Comes to, "Frozen Magical Demihuman Boreal Mangrove Forest" Or replace it with Icy for "Icy Magical Demihuman Boreal Mangrove Forest"

There, Done..

Unless we're going to have our first God War... Please Don't..


edit: Icy and Boreal both mean similar things, don't they..
"Magical Boreal Demihuman Mangrove Forest" this comes to the same as Ocra's suggestion.


You're just changing the Climate and Land. Keep the Magic/Demihuman effect.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Atomic Chicken on May 28, 2018, 09:53:47 am
The Xekarni

The tribe is angered by the sudden intrusion into their foraging grounds! They begin to work in larger numbers, and look onto the neighbouring camp with increasing distaste.

2 workers arm themselves with 2 crude spears and proceed to slaughter animals hunt at H5
3 forage at H5
1 remains home to craft 1 crude spear

Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on May 28, 2018, 09:55:39 am
"Blarg, we're cold-dwelling felines."
"So what if I make it a magical Boreal mangrove forest instead?"

Quote from: Mabel
Create a Frozen Demihuman Forest at B3 for 5FP, All people born there will be hybrids of both humanity and the species best pertaining to their personality.
Mabel
Protect B3 with all 3 of my FP, or if more efficient, directly oppose Blarg's action as long as it is changing the tile B3.
"Blarg, WHY? After I put that much effort in you decide to just muscle your way in specifically to mess me up? If you wanted to do this then where were you earlier, BEFORE I had expended so much effort on that area? Move your efforts one tile over."

"Why can't you two just agree on making a Magical Boreal Demihuman Mangrove Forest?"


Oh, Blarg, why not just change the forest type to a Boreal Mangrove Forest? Keep Mabel's Frozen Demihuman adjectives.

Comes to, "Frozen Magical Demihuman Boreal Mangrove Forest" Or replace it with Icy for "Icy Magical Demihuman Boreal Mangrove Forest"

There, Done..

Unless we're going to have our first God War... Please Don't..


edit: Icy and Boreal both mean similar things, don't they..
"Magical Boreal Demihuman Mangrove Forest" this comes to the same as Ocra's suggestion.


You're just changing the Climate and Land. Keep the Magic/Demihuman effect.

It's 0cra damnit
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on May 28, 2018, 11:00:38 am
The People
3 workers forage at I4
3 workers forage at H4
1 worker prays to Amastay
3 food is used to create a worker
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on May 28, 2018, 12:15:42 pm
Farsky Grumbles,
I guess i will have to go with a boring option
He creates a land of massive magical mammoths, at d5, for 5 fp
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on May 28, 2018, 03:33:19 pm
Nagas puts tropical swamps at A3 and B2.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Leodanny on May 28, 2018, 04:22:06 pm
pirate potatoes are back!
3 people forage at E4, 2 people pray to Blarg
Also we’re gonna make a person!
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on May 28, 2018, 05:08:24 pm
With an average of 2.66 food per worker with a 50% overforage rate, The grove appears to be more efficient than several other locations even if overworked a bit, though this may be a case of small sample sizes. The Jotun Oligarchy decides to continue to forage it with some ineffeciencies to ensure that rival civilizations cannot drive them away from it.

Spoiler: Double Check (click to show/hide)
Spoiler: Action Post (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on May 28, 2018, 06:28:55 pm
You are right.  Giants consume 1.5 food each.
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on May 28, 2018, 06:43:36 pm
Hmm, would a mecha about the size of a jotun villager, with no inbuilt weapons, and an open cockpit (so they can be killed by primitive weapons), be OK as an artifact?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on May 28, 2018, 07:01:49 pm
Sure.  You might want to take into consideration that a stone-age person would have no idea what it is or how to use it, though.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on May 28, 2018, 07:03:17 pm
Huh. You know I never really stopped to think about how bit a Jotun villager is compared to other people... Is it about 1.5x the size?
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on May 28, 2018, 07:03:36 pm
Eh, I can work around that, make it kinda like a gunmen, powered by the belief or willpower of the driver, with how to operate it imprinted onto you once you touch the controls.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on May 28, 2018, 07:13:56 pm
Huh. You know I never really stopped to think about how bit a Jotun villager is compared to other people... Is it about 1.5x the size?
The Jotun were about 2X the size of the Potato Pirates, the only other people you've encountered.
Eh, I can work around that, make it kinda like a gunmen, powered by the belief or willpower of the driver, with how to operate it imprinted onto you once you touch the controls.
Honestly, I think you'd be better off giving out simpler artifacts.  I can think of all kinds of crazy things that might happen when advanced tech is in the hands of stone age primitives.  It's up to you, though.
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on May 28, 2018, 07:15:22 pm
Eh, I can work around that, make it kinda like a gunmen, powered by the belief or willpower of the driver, with how to operate it imprinted onto you once you touch the controls.
Honestly, I think you'd be better off giving out simpler artifacts.  I can think of all kinds of crazy things that might happen when advanced tech is in the hands of stone age primitives.  It's up to you, though.
Crazy things, That is kinda the point, Though i might just make a sword, that alone would be enough to make interesting things happen.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on May 28, 2018, 07:43:22 pm
Upon thinking about this some more, I think I'm going to have to make a rule.

All artifacts, creatures, or lands containing technology must be of medieval era technology or earlier.  Until further notice.

Mostly I am concerned about the introduction of advanced tech drastically altering the course of the game.  dgr might find the game more fun if it suddenly involved colossal mechs battling it out, but I don't think everyone else will find that particularly fun.  Unless everyone here tells me that they'd rather play the kind of game dgr wants to play...
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on May 28, 2018, 07:47:13 pm
OK, does magitek count? I will presume so until further notice (I will not do magitek mechs or whatever, just straight magic.), and mostly, I just want to make interesting things, seeing people with spears take down massive mechs counts as interesting for me. I will also restrain myself a bit, so as to not frustrate the GM and everyone else. I will keep to colossal creatures and moving castles for now. I will also just honor the spirit of the rule and not make biological or magical mechs, unless people specify they have no objections, or i scatter them randomly.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on May 28, 2018, 07:53:36 pm
Magic, in this game, is considered to be earlier than medieval era tech.  Just remember that the more powerful it is, the more FP it costs.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nirur Torir on May 28, 2018, 07:59:47 pm
I think the only way mechs would work would be if they were a constant FP drain to keep working. Even if they're magitech, the mortals are nowhere near being able to maintain or repair them.
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on May 28, 2018, 08:04:25 pm
I think the only way mechs would work would be if they were a constant FP drain to keep working. Even if they're magitech, the mortals are nowhere near being able to maintain or repair them.
I could just let them steadily be abandoned as they break down or run out of power, be kind of interesting to have mechs scattered across the land, especially when archaeology becomes a thing.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on May 28, 2018, 08:09:16 pm
I think the only way mechs would work would be if they were a constant FP drain to keep working. Even if they're magitech, the mortals are nowhere near being able to maintain or repair them.
Yeah, magitech is basically equivalent to very high tech.  High tech equipment requires a high tech civilization to maintain it.

I'm thinking that we should not allow high tech at all, because then we might see a high tech arms race among the gods, and suddenly all these stone age tribes go from wielding spears to wearing power armor with ion cannons.  I'm pretty sure most of us don't want to see the game go in this direction.
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on May 28, 2018, 08:14:12 pm
I think the only way mechs would work would be if they were a constant FP drain to keep working. Even if they're magitech, the mortals are nowhere near being able to maintain or repair them.
Yeah, magitech is basically equivalent to very high tech.  High tech equipment requires a high tech civilization to maintain it.

I'm thinking that we should not allow high tech at all, because then we might see a high tech arms race among the gods, and suddenly all these stone age tribes go from wielding spears to wearing power armor with ion cannons.  I'm pretty sure most of us don't want to see the game go in this direction.
I mostly agree, simply because well, that would go from OK that is kinda cool, to OH GOD EVERYTHING IS ON FIRE, or well, now most of the world is one huge wasteland, and it wouldn't be fair on new players. The one reason i can think of for a civilization to have access to higher tech, is if it is part of their trait, I.E. if they say clockwork, or robotic, for their traits. Which i would love to see, same with, ingenius, scientific, dragons, nomads, Eldritch, runes, and beasts. All of those are traits that i would love to see in game.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on May 28, 2018, 08:37:37 pm
The People
3 workers forage at H5
3 workers forage at I4
1 worker forages at H4
3 food is used to create a worker
If you could throw a prayer my way every once in a while, I can keep making things for you.

If you want...
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on May 28, 2018, 09:24:06 pm
The People
3 workers forage at H5
3 workers forage at I4
1 worker forages at H4
3 food is used to create a worker
If you could throw a prayer my way every once in a while, I can keep making things for you.

If you want...
You have a point. It would be nice to have a tile directly above or directly to the right of my home tile, if you're taking requests.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on May 28, 2018, 10:40:55 pm
"Blarg, we're cold-dwelling felines."
"So what if I make it a magical Boreal mangrove forest instead?"

Quote from: Mabel
Create a Frozen Demihuman Forest at B3 for 5FP, All people born there will be hybrids of both humanity and the species best pertaining to their personality.
Mabel
Protect B3 with all 3 of my FP, or if more efficient, directly oppose Blarg's action as long as it is changing the tile B3.
"Blarg, WHY? After I put that much effort in you decide to just muscle your way in specifically to mess me up? If you wanted to do this then where were you earlier, BEFORE I had expended so much effort on that area? Move your efforts one tile over."

"Why can't you two just agree on making a Magical Boreal Demihuman Mangrove Forest?"


Oh, Blarg, why not just change the forest type to a Boreal Mangrove Forest? Keep Mabel's Frozen Demihuman adjectives.

Comes to, "Frozen Magical Demihuman Boreal Mangrove Forest" Or replace it with Icy for "Icy Magical Demihuman Boreal Mangrove Forest"

There, Done..

Unless we're going to have our first God War... Please Don't..


edit: Icy and Boreal both mean similar things, don't they..
"Magical Boreal Demihuman Mangrove Forest" this comes to the same as Ocra's suggestion.


You're just changing the Climate and Land. Keep the Magic/Demihuman effect.
"Frozen would mean that it was cold all the time and you couldn't make farms, but boreal you at least get some time you could farm. So I'm gonna make every one happy and make it a Boreal Demihuman Mangrove Forest so it keeps the magic Mabel made and isn't so cold you cant farm there."
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on May 28, 2018, 10:53:50 pm
"Blarg, we're cold-dwelling felines."
"So what if I make it a magical Boreal mangrove forest instead?"

Quote from: Mabel
Create a Frozen Demihuman Forest at B3 for 5FP, All people born there will be hybrids of both humanity and the species best pertaining to their personality.
Mabel
Protect B3 with all 3 of my FP, or if more efficient, directly oppose Blarg's action as long as it is changing the tile B3.
"Blarg, WHY? After I put that much effort in you decide to just muscle your way in specifically to mess me up? If you wanted to do this then where were you earlier, BEFORE I had expended so much effort on that area? Move your efforts one tile over."

"Why can't you two just agree on making a Magical Boreal Demihuman Mangrove Forest?"


Oh, Blarg, why not just change the forest type to a Boreal Mangrove Forest? Keep Mabel's Frozen Demihuman adjectives.

Comes to, "Frozen Magical Demihuman Boreal Mangrove Forest" Or replace it with Icy for "Icy Magical Demihuman Boreal Mangrove Forest"

There, Done..

Unless we're going to have our first God War... Please Don't..


edit: Icy and Boreal both mean similar things, don't they..
"Magical Boreal Demihuman Mangrove Forest" this comes to the same as Ocra's suggestion.


You're just changing the Climate and Land. Keep the Magic/Demihuman effect.
"Frozen would mean that it was cold all the time and you couldn't make farms, but boreal you at least get some time you could farm. So I'm gonna make every one happy and make it a Boreal Demihuman Mangrove Forest so it keeps the magic Mabel made and isn't so cold you cant farm there."
"Oh. If you're just planning on adding to or optimizing the design, that's fine. I thought you were going to overwrite it entirely. My apologies."
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on May 28, 2018, 11:03:22 pm
The People
3 workers forage at H5
3 workers forage at I4
1 worker forages at H4
3 food is used to create a worker
If you could throw a prayer my way every once in a while, I can keep making things for you.

If you want...
You have a point. It would be nice to have a tile directly above or directly to the right of my home tile, if you're taking requests.

Any particular kind of tile?
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on May 29, 2018, 01:38:10 am
"Oh. If you're just planning on adding to or optimizing the design, that's fine. I thought you were going to overwrite it entirely. My apologies."
"Only wanted to make a small change, not completely destroy it."

(Also would have given a reason for what I was doing earlier but I had to take my aunt to the airport, which is a couple of hours away and I had no access to the internet on the way there.)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on May 29, 2018, 04:55:49 am
Turn 5 - Year of the Wolf
(https://i.imgur.com/naR7xAy.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Godly actions of note:
For 5 FP, Blarg replaces the Frozen Demihuman Forest at B3 with a Boreal Demihuman Mangrove Forest!
For 5 FP, Farsky creates a Land of Massive Magical Mammoths at D5!
Nagas creates tropical swamps at A3 and at B2.

Civilization actions:

A Blood Red Meteor streaks across the sky!  It's a portent of doom!  The howling of hungry dire wolves echoes throughout the land!  The Year of the Wolf has arrived!

Dipnoi Republic
1 worker researches Mud Survival.
2 workers research Blowdarts.
3 workers forage for Food at H6, finding 5 food.  Blarg and swamp foraging have lost that lovin' feelin', for now.
3 Food is expended to create 1 worker.
As the Dipnoi workers forage at H6, they are attacked by Dire Wolves!  They manage to retreat back to their muddy lairs, but one worker is injured!

Orassan Empire
2 workers forage at B3, finding 3 food.
1 worker researches Coldlands Survival.
2 workers research Tool Usage, and the research is completed!
Suddenly one night, hungry dire wolves attack the settlement!  One worker is eviscerated before the Orassans drive them away!  Malvol, god of Slaughter, pops wood!!  He gains 3 FP!!!

Cait Sith
1 worker researched Primitive-Spear Making, and the tech is completed!
2 workers forage for food at J1, finding 3 food.
2 workers forage for food at K1, finding 4 food.
6 food is spent to make 2 workers.
The Cait Sith hear the howling of wolves!  The wolves are unable to get to their settlement as it's surrounded by dense vegetation and brackish water!

The Xekarni
2 workers hunt at H5, finding 4 food.
3 workers forage at H5, finding 5 food.
1 worker crafts 1 crude spear.
As the hunters and foragers return to their settlement, they are attacked by dire wolves!  The hunters kill many dire wolves before they're driven off, which are butchered for 6 more food!  However, upon returning home, they find that the lone worker left home has been eaten by wolves!  Malvol, god of Slaughter, enjoys the bloodshed!!  He gains 4 FP!!!

The People
3 workers forage for food at I4, finding 7 food.
3 workers forage at H4, finding 5 food.
1 worker prays to Amastay.
3 food is spent to create 1 worker.
Dire wolves attack the settlement of The People and are driven away!  2 workers are injured and cannot work next turn!

Potato Pirates
3 workers forage at E4, finding 7 food.
2 workers pray to Blarg.
3 food is spent to make one worker.
Dire wolves attack the settlement of the Potato Pirates!  The newly created worker is carried off in the jaws of a wolf!  His fate is unknown!

The Jotun Oligarchy
4 workers forage for food at C4, finding 9 food.
3 workers forage at D3, finding 8 food.
1 new worker is created at the cost of 4 food.  Farsky gains 1 FP!  Mabel gains 1 FP!
The Jotun foragers return to find dire wolves rummaging through their settlement!  The wolves flee when the giants return!  One primitive house is destroyed!

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Atomic Chicken on May 29, 2018, 05:28:47 am
((Hunting should provide Malvol with FP in the same manner as how swamp foraging empowers Blarg, right?))

The Xekarni

The tribe revels in the killing of beasts and begins to give praise to Malvol, lord of slaughter.

Meanwhile, a chance observation makes them aware of the dangers posed by certain barbed plants growing in the vicinity of their home. They seek a means of exploiting them to enhance the lethality of their weapons.


3 workers research poisonous plants

1 creates a crude spear

1 prays to Malvol

2 new workers are created
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on May 29, 2018, 05:54:44 am
What the hell, this is not okay!

Orassan Empire

>Have 2 people work on 2 crude tools before having another 2 forage their home tile.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on May 29, 2018, 07:06:47 am
You know, This is why I chose the mangrove. It's easy to live in, there's steady food,(Especially with another made) and we have swampland to our south, meaning that once we stabilize, we can expand there.
The fact that getting to us is so difficult helps.

For now I'll have:

Cait Sith

3 workers create Crude Spears.
It appears working in groups of two is more efficient-
2 workers forage at J1.
2 workers forage at K1.

Cait Sith: Foragers, be on the lookout. Do not try to engage, but remember if you see them, and report once you return. And keep each other safe.



OoC(Is it true that 2 people can receive the same food numbers as 3 in mangrove forests?)


Also, I don't want to have to deal with mechs while all I have is a Fishing Spear. I want my Wings of Flight at least.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Leodanny on May 29, 2018, 08:45:56 am
Potatoes:
2 peeps forage at E4
2 guys pray, to Blarg
1 guy learns to make metal!
Blarg, Can you make some ocean tiles pls?
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on May 29, 2018, 10:19:00 am
The People
3 workers forage at H4
2 workers forage at I4
1 worker prays to Amastay
2 workers recover from their injuries

If you're taking requests, Amastay, I'd like a river tile above me and an ocean tile to the left.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on May 29, 2018, 10:44:11 am
Potatoes:
2 peeps forage,
2 guys pray, to Blarg
1 guy learns to make metal!
Blarg, Can you make some ocean tiles pls?

I think to obtain metal you'll need a mining tool to cut apart a rock with ore inside.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on May 29, 2018, 11:03:04 am
He needs a LOT to make metal. But if he just works chunks of rock he finds on the surface that contain ore in them, he can bypass the mining requirements. Im mostly wondering how he'll learn smelting without fire, and smithing without tools.

I reccomend aiming for fire and clay before worrying about metal.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Leodanny on May 29, 2018, 11:11:49 am
Potatoes:
2 peeps forage,
2 guys pray, to Blarg
1 guy learns to make metal!
Blarg, Can you make some ocean tiles pls?

I think to obtain metal you'll need a mining tool to cut apart a rock with ore inside.
I was thinking to like grab the ore out of the swamp, because that is possible, right?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Leodanny on May 29, 2018, 11:12:21 am
Well, thanks.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on May 29, 2018, 11:14:12 am
Mabel
Begin making an artifact, Seed of Ice, initially located at B4.
This artifact, while actively tended to by a worker, will gradually (but permanantly) convert whatever tile it is in at the time to a cold-weather variant of itself.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on May 29, 2018, 01:41:04 pm
((Wounded workers can't work, right?))

Dipnoi Republic
Tragedy! One of us has been wounded, and the bounties of the swamps are decreasing... Dire, dire times are upon us!

2 Workers research Mud Survival in I6
3 Workers forage for Food in I7
1 Worker forages for Reagents in I6
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nirur Torir on May 29, 2018, 02:43:56 pm
Ah hahahahaha! Power at least! Tremble, weaklings, and know fear.

Malvol spends 3 FP to Zap a Xekarni pop. Over mere seconds, it will experience dozens of battles, painful defeats and hard-won victories, and come out a skillful spear warrior.

For 5 FP, J5 will become a Darkwolf Forest. An excellent hunting ground, but beware: The hunter can easily become the hunted.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on May 29, 2018, 04:31:40 pm
The Jotun Oligarchy are only mildly annoyed at the Wolves actions, and are proud that their size is working in their favor for the first time in their short existence! The are aware that it is the "Year of the Wolf"... But the Jotun Oligarchy does not really know what a "Year" is. As such, they decide to stick together until they are sure the threat has passed.

While the Giants have only mild concerns about Dire Wolves, they are considerably more wary of the Mammoths in the south. While it certainly seems that one of their patron gods, Farsky, has a plan, the Jotun Oligarchy decides to leave the mammoths well enough alone until they understand them better.

With a considerable stockpile of food, the Jotun Oligarchy decides to do some research so that they can ensure that they will continue to have ample food supplies in the future.

Spoiler: Doublecheck (click to show/hide)
Spoiler: Action Post (click to show/hide)

(If you want your people to forage, you must specify the tile co-ordinates! This means you Leodanny. And also you for some reason 0cra_tr0per)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Leodanny on May 29, 2018, 04:45:23 pm
Woops
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on May 29, 2018, 05:22:02 pm
Nagas puts an ocean at C5.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on May 29, 2018, 06:59:18 pm
Wounded workers need to spend a turn recovering.  However, if you have 3 reagents (or some other way of healing), you can use them to heal the worker, and then perform an action with him.  Gods could do a healing Zap, which would allow you to use the worker the same turn as the zap.

Actions that use a tile should have the tile specified.  "Home tile" or whatever isn't good enough.  In the early part of the game, I'll let it slide for those who aren't yet familiar with Gridhood.

Quote from: Supernerd
5 workers begin research on "Fruit"
Is that a typo?
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on May 29, 2018, 07:16:49 pm
Fruit: Don't think so, but I think he needs to be more specific..

Research Fruit Growth for Example. That way they know which all ready to pick each day, streamlines their gathering and netting them more, more regularly. At least that's what I would type..

Good on them being somewhat immune to the wolves. I would suggest Research Clubs or Axes though. Treecarving maybe?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on May 29, 2018, 07:20:37 pm
I do not believe that I typed the word "Fruit" incorrectly. There is a special tile adjacent to my home tile that specifically produces fruit. Is there a problem with the research topic?

Edit: I am going to change it because the GM made even the slightest implication that its not an ideal research topic. That's a recipe for a disaster in my game!
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on May 29, 2018, 07:48:58 pm
I do not believe that I typed the word "Fruit" incorrectly. There is a special tile adjacent to my home tile that specifically produces fruit. Is there a problem with the research topic?

Edit: I am going to change it because the GM made even the slightest implication that its not an ideal research topic. That's a recipe for a disaster in my game!
I have no problem with someone researching "Fruit."  However, when the topic is vague, the outcome is more likely to be something you're not expecting.

So when you say you're researching Fruit, does that mean you're sitting down and examining fruit, considering its fruitiness? Because stone age people understand that fruit is tasty; no research is required.  Or are you trying to domesticate fruit trees?

edit: Okay, I see what you mean now.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on May 29, 2018, 07:50:32 pm
Actually, the logic of researching "Fruit" was specifically to get something I wasn't expecting. That way I could research what I did have in mind after that if I got something else!

But now that I revealed what I had in mind, so the GM will now start to consider it.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on May 29, 2018, 10:34:36 pm
Blarg creates oceans at D6, E6, and F6.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on May 30, 2018, 05:51:01 am
Turn 6 - The Stone Age
(https://i.imgur.com/VAQb0nE.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Godly actions of note:
Mabel creates artifact "Seed of Ice" for 5 FP, and places it in B4!
Malvol, for 3 FP, Zaps a Xekarni worker, morphing him into a Skillful Spear Warrior!  Then, for 5 FP, Malvol creates the Darkwolf Forest at J5!
Nagas makes an Ocean at C5.
Blarg creates oceans at D6, E6, and F6.

Civilization actions:

The Year of the Wolf has passed!  The packs of dire wolves seem to have gone into hiding!

The Xekarni
3 workers attempt research on Poisonous Plants.  1 point is researched before the workers realize that Herbalism is required before they can get Poisonous Plants!  2 points of research are then done on Herbalism!
1 worker creates a crude spear.
1 worker prays to Malvol.
6 food is spent to create 2 workers.

Orassan Empire
2 workers create 2 crude tools.
2 workers forage for food at B3, finding 5 food. (In the future, please specify the tile with coordinates)

Cait Sith
3 workers create Crude Spears.
2 workers forage for food at J1, finding 4 food.
2 workers forage for food at K1, finding 3 food.  Blarg is intrigued by all the foraging taking place in mangrove forests!  He gains 1 FP!

Potato Pirates
2 workers forage for food at E4, finding 2 food.
2 workers pray to Blarg.
1 worker tries to talk about an advanced concept called "metal" and is mocked as a madman by the tribe!  He instead thinks about Stoneworking.

The People
3 workers forage for food at H4 and find 7 food.
2 workers forage for food at I4 and find 4 food.
1 worker prays to Amastay.
2 workers recover from their injuries.

Dipnoi Republic
2 Workers research Mud Survival and the tech is completed!
3 Workers forage for Food in I7, finding 7 food.
1 Worker forages for Reagents in I6, finding 3 reagents.
1 worker recovers from injury.

The Jotun Oligarchy
3 workers forage for food at C4, finding 9 food.
5 workers research Orchards.

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on May 30, 2018, 05:55:05 am
Nagas puts a rainforest at J6.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on May 30, 2018, 06:52:12 am
Dipnoi Republic
Praise Nagas and Blarg! We survive another year, but many hardships await us ahead.

5 Workers forage for food at H6
2 Workers research Blowdarts at I6
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on May 30, 2018, 06:54:09 am
Mabel of demihumans.
No Action
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on May 30, 2018, 07:43:15 am
Cait Sith

1 worker creates another Crude Spear.
2 workers forage at J1.
1 worker takes a Crude Spear and shall fish at J1.
2 workers forage at K1.
1 worker takes a Crude Spear and shall fish at K1.
3 food is used to create 1 worker.

The tribe as a whole hopes the Mangroves expand further soon, So they may begin the Preparations needed to explore the Swamplands.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on May 30, 2018, 09:20:54 am
The People
3 workers forage at I4
3 workers forage at H4
2 workers research Tool Usage
3 food is used to create a worker
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on May 30, 2018, 09:46:31 am
(To aid fellow users of the Darkling theme, I put a grey glow over my civilization's name.)

Orassan Empire

2 orassans finish up coldlands survival, while the other two orassans grab the crude tools and use them to forage B3.

Another orassan is also born to make up for that incident.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on May 30, 2018, 12:55:52 pm
Amastay god of construction realizes with a shock that time is suddenly passing much more quickly.

Feeling a little guilty, he makes a planes with a river on H3, and an ocean on G4.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Atomic Chicken on May 30, 2018, 01:02:48 pm
The Xekarni

The tribe is awed by the glory of Malvol and the divine gifts bestowed upon them. Inspired by their Chosen kinsman, the hunters venture into the holy Darkwolf Forest in search of blood.

1 spear warrior and 3 workers hunt at J5, armed with 4 crude spears
2 workers research herbalism
1 worker prays to Malvol
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on May 30, 2018, 05:20:41 pm
The Jotun Oligarchy continue their work. They feel like half-researching a vital technology is not an option...

Spoiler: Doublecheck (click to show/hide)
Spoiler: Action Post (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on May 30, 2018, 10:21:09 pm
Blarg creates a Mangrove forest at I1 and swamps at I2 and I3.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on May 31, 2018, 03:03:57 am
Turn  7 - The Stone Age
(https://i.imgur.com/puVP7n7.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

New Rule!  Workers that perform heroic deeds become legendary, and can be named!

Godly actions of note:

Nagas puts a rainforest at J6.
Amastay creates riverland at H3, and an ocean at G4.
Blarg creates a mangrove forest at I1 and swamps at I2 and I3.

Civilization actions:

Dipnoi Republic
5 Workers forage for food at H6, finding 12 food.  Workers report that foraging is less efficient with more than 3 foragers.
2 Workers research Blowdarts at I6.  Blarg is amused, and gains 1 FP!

Cait Sith
1 worker creates another Crude Spear.
2 workers forage for food at J1, finding 2 food.
1 worker takes a Crude Spear and shall fish at J1, finding 3 food.
2 workers forage for food at K1, finding 6 food.
1 worker takes a Crude Spear and shall fish at K1, finding 3 food.  Blarg is entertained by this new action taking place in his wetlands!  He gains 1 FP!
3 food is used to create 1 worker.

The People
3 workers forage for food at I4, and find 9 food.
3 workers forage for food at H4, and find 5 food.
2 workers research Tool Usage.
3 food is used to create a worker.

Orassan Empire
2 workers research Coldlands Survival, and the tech is complete!
2 workers forage for food at B3 with 2 crude tools, finding 6 food.
3 food is spent to create one worker.  The worker morphs into a cat-like demihuman worker!  Mabel, god of Demihumans, is pleased!  She gains 3 FP!  Blarg, god of Swamps, is intrigued by this unique event in the wetland!  He gains 1 FP!

The Xekarni
1 spear warrior and 3 workers hunt at J5, armed with 4 crude spears.
The party enters the mysterious forest.  Although they find that hunting with more than 3 hunters is slightly less efficient, game is plentiful there, and they find 12 food!
As night falls and they tell stories by the fire, suddenly they are surrounded by many pairs of orange eyes peering at them from the dark foliage!  They are beset upon by black wolves!
One hunter falls, his throat punctured by fangs!  Another hunter is gravely injured!  The spear warrior grabs his spear and rallies the remaining hunters!  After a heroic effort from the spear warrior, the survivors fight off the pack!  The corpses of slain wolves provide another 5 food!  Malvol, god of Slaughter, revels in the bloodbath!!  He gains 5 FP!!!

The spear warrior has performed a heroic deed, and can now be named!
2 workers research Herbalism.
1 worker prays to Malvol.

The Jotun Oligarchy
3 workers forage for food at C4, finding 10 food.
5 workers continue research on Orchards, and the tech is complete!  Since there was only 3 labor left to finish the tech, 2 workers have nothing to do!  1 worker decides to rebuild the destroyed house, while the other takes a nap!  Even though it's just a primitive mud house, Amastay celebrates the first completed construction in the game!  He gains 1 FP!

Potato Pirates stagnate.

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on May 31, 2018, 05:32:02 am
Dipnoi Republic
Praise Nagas! To the East, we will find a new land. What will we discover there?...

1 Worker prays to Nagas at I6
2 Workers research Blowdarts at I6
2 Workers forage for Food at J6
2 Workers forage for Food at I7
Use 3 Food to create a Worker
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on May 31, 2018, 05:57:17 am
I mean, the orassans are kinda like lynxes.

Orassan Empire

>2 people forage B3 with their crude tools, 1 person researches primitive spearmaking, and 2 people research farming.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on May 31, 2018, 06:35:43 am
"Praise be to Blarg, let us hunt!"

Cait Sith
3 workers take crude Spears and fish at I1, J1, and K1 respectively.
1 worker forages for food at I1, Another worker shall forage at J1, And 1 more worker forages for food at K1.
1 worker takes a crude spear to Hunt K2.
1 worker gets to work figuring out some Simple Spells.


GM, I seem to maybe have run into a problem..
I can perform 5 actions, but I have too many tiles/actions to cover.

Time to get to work on this Problem.
Cait Sith's Action to solve the Logistics Problem.

3 workers take Crude Spears and fish at I1, J1, and K1 respectively.
4 Cait Sith stay at home brainstorming ways to solve their Logistics Problem.

Meanwhile, 6 food is then expended to create 2 workers.

1 of the Cait Sith heads out into the Swampland at K2 with a Crude Spear.
This worker will Fish this turn, and keep an eye out on what their is to Hunt. Hopefully, this will help out everyone else.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on May 31, 2018, 07:23:26 am
Blarg spends some FP to make some Zebras then drops them in the swamp at G7.
"I'm doing this for SCIENCE!"
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on May 31, 2018, 09:00:50 am
Amastay uses 5fp to create a herd of horses at H3. They are strong and curious beasts of good temperament, who might be useful for a growing civilization.

Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on May 31, 2018, 10:01:13 am
((0cra, you might wana use your tools to help you forage))

Mabel
No action.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Atomic Chicken on May 31, 2018, 10:01:41 am
The Xekarni

The legendary spear warrior shall be called Goruk.


The Xekarni hold to the belief that there is no greater glory than that achieved through death in combat, and thus do not mourn their fallen. Goruk, however, perceives the casualties as a sign that the tribe is weak. Dwelling upon the visions imparted to him by Malvol, he begins to devise tactics to enhance the hunters' capacity to deal with threats.

Goruk and 2 workers research Battle Formations
2 workers research herbalism
2 new workers are created
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on May 31, 2018, 12:54:06 pm
Farsky cackles
Mabel, I have An Idea
I start a divine project to create a demihuman colossus at H5, Killing it in single combat grants the ability to shift into its form, along with increased strength. Oh and i put 4 fp into the project.
Let's make some heroes!!
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on May 31, 2018, 12:56:14 pm
The People
3 workers forage at H4
2 workers research Domestication
4 workers research Tool Usage
3 food is used to create a worker
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on May 31, 2018, 01:28:39 pm
Farsky cackles
Mabel, I have An Idea
I start a divine project to create a demihuman colossus at H5, Killing it in single combat grants the ability to shift into its form, along with increased strength. Oh and i put 4 fp into the project.
Let's make some heroes!!
...
"Hey, Malvol, do you want in on this project?"

"Farsky, I am interested, but I'm hoping to save up 10 FP to spend on cait sith, Malvol, however, might be very interested. Especially since your giants could make fine warriors."
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nirur Torir on May 31, 2018, 03:15:00 pm
I just might, to see what the mortals make of it. If it's only a 10 power project, I'll throw in 3.

Edit: I'm not paying anything yet. It's more than a 5FP project and I don't see a good reason to pay into it yet.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on May 31, 2018, 04:47:27 pm
The Jotun Oligarchy discovers that they may have a third patron god! Amastay appears to have dominion on construction, and the Jotun Oligarchy was already planning to do a lot of construction work themselves; especially due to the fact that their large stature would likely make them naturally proficient at physical labor. The Jotun Oligarchy consider the gods for a moment and have a clear definition of "Patron God" in their primitive language. A Patron God is a god that will reliably grow in power when the Jotun Oligarchy partakes in activities that they would do even without being influenced by the divine. They already knew that Mabel and Farsky were patron gods because they were empowered by the expansion of the Jotun Oligarchy. If Amastay gains meaningful amounts of strength from the Jotun Oligarchy's construction projects then that would qualify Amastay as a Patron God as well.

Spoiler: Doublecheck (click to show/hide)
Spoiler: Action Post (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 01, 2018, 05:00:13 am
Turn 8 - The Stone Age
(https://i.imgur.com/puVP7n7.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Godly actions of note:

Blarg drops zebras into G7 for 5 FP.
Amastay creates a herd of horses at H3 for 5 FP.
Farsky creates Divine Project "Demihuman Colossus" and puts 4 FP into it.

Civilization actions:

Dipnoi Republic
1 Worker prays to Nagas at I6.
2 Workers research Blowdarts at I6, and the tech is completed!
2 Workers forage for Food at J6, and find 4 food.  One worker narrowly avoids being eaten by a python!  Nagas finds this amusing and gains 1 FP!
2 Workers forage for Food at I7, and find 7 food.
3 food is spent to create 1 worker.

Orassan Empire
2 workers forage at B3 with 2 crude tools and find 6 food.
1 worker researches primitive spearmaking.
2 workers research farming.

Cait Sith
1 worker attempts to fish at I1 with 1 crude spear but the tile is out of range.
1 worker fishes at J1 with 1 crude spear and finds 3 food.
1 worker fishes at K1 with 1 crude spear and finds 3 food.
4 workers research Logistics.
1 worker fishes at K2 with 1 crude spear and finds 1 food.  The worker reports difficulty in fishing in a swamp.  Blarg is amused, and gets 1 FP.
6 food is spent to create 2 workers.

The Xekarni
Goruk and 2 workers research Battle Formations.
2 workers research Herbalism, and the tech is complete.
1 worker recovers from injuries.
6 food is spent to make 2 workers.

The People
3 workers forage for food at H4 and find 6 food.
2 workers research Domestication.
4 workers research Tool Usage, and the tech is complete.
3 food is used to create 1 worker.

The Jotun Oligarchy
3 workers forage for food at C4, finding 8 food.
3 workers forage for food at D3, finding 4 food.
2 workers work on an orchard at C4.
4 food spent to create 1 worker.  Farsky gains 1 FP!  Mabel gains 1 FP!

Potato Pirates stagnate.

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 01, 2018, 05:19:36 am
Dipnoi Republic
Dangerous, yet beautiful. Wonderful are Nagas children!

2 Workers research Snake Taming in J6
2 Workers research Mud Construction in I6
1 Worker creates 1 Blowdarts
3 Workers forage for Food in H6
Use 3 Food to create 1 Worker
Title: Re: Gridhood: Aspects of the Divine!
Post by: Atomic Chicken on June 01, 2018, 06:06:19 am
The Xekarni

Goruk and 2 workers hunt at H5 (equipped with 3 crude spears)
3 workers forage at H5
2 workers research Battle Formations


Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on June 01, 2018, 06:33:13 am
Blarg spends some FP trying to teach the Zebras to talk.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 01, 2018, 06:53:06 am
Nagas releases a bunch of snakes at H4. Snakes on a plain!
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on June 01, 2018, 07:36:07 am
Orassan Empire

2 people forage B3 with crude tools
1 person makes another crude tool before joining in on the B3 foraging
1 researches farming while another worker researches spear making.

Another person is also born.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 01, 2018, 08:14:39 am
Difficulty reaching the new land then.. Wings of Flight Innate Magic should be our next project.

Cait Sith
2 Workers forage at J1
2 Workers take Crude Spears and fish at J1
2 Workers forage at K1
2 Workers take Crude Spears and fish at K1

2 Workers finish up the Logistics Problem.



Meta Note- It seems that we, the Cait Sith, and the People, are the first to get 10 workers. Interesting to see how we are different.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on June 01, 2018, 10:55:13 am
The People
3 workers forage at H3
3 workers forage at H4
4 workers make 4 crude tools
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 01, 2018, 04:32:20 pm
Jotun Oligarchy

I have detected what appears to be a GM error. You did not update the Giant population to 9 or deduct the food. Because no reason was provided for me being unable to make a worker, and that the action was not acknowledged in any way, I will assume that this is a GM error and take my action as if I had 9 workers and 5 food instead of 8 workers and 9 food. Please let me know if I was unable to create a new worker for some reason.

Also, let me know if you would like me to exclude the space between my worker actions and the new worker creation action. I'm wondering if that threw you off.

Spoiler: Action Post (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 01, 2018, 05:26:50 pm
Error corrected.  Thanks.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 01, 2018, 05:31:04 pm
Should that have given Farsky/Mabel FP? I'm not sure if they didn't get it because of diminishing returns or not.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 01, 2018, 05:54:45 pm
Thanks for pointing that out.  Added 1 FP to both Farsky and Mabel.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 01, 2018, 05:57:05 pm
I might be pushing my luck now, but is 2/10 the intended amount for the Orchard?

(I'm still trying to figure out what kind of benefit the Giant trait could possibly have that outweighs a crippling 1.5X food cost multiplier. Looks like it isn't a labor bonus, though admittedly planting trees doesn't exactly require herculean strength)
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 01, 2018, 06:01:33 pm
Once Logistics is completed, there is going to be a major event once I can survive a turn staying at home.

Can't wait~


Make some clubs from a forest- that will help in wartimes. Or just smashing anything that attacks you, like those mammoths that were made some turns ago. Then you can make spears out of their bones and use those to hunt more of them.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nirur Torir on June 01, 2018, 06:06:24 pm
Malvol infests E3 with aggressive dire wolves for 5 FP.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 01, 2018, 06:27:47 pm
I might be pushing my luck now, but is 2/10 the intended amount for the Orchard?

(I'm still trying to figure out what kind of benefit the Giant trait could possibly have that outweighs a crippling 1.5X food cost multiplier. Looks like it isn't a labor bonus, though admittedly planting trees doesn't exactly require herculean strength)
It's still pretty early in the game.  Who knows what giants are capable of?  (Hint:  you haven't researched the tech related to your trait, yet.)
Eating 50% more food is admittedly a big deal early in the game.  Later, that extra food cost will most likely be trivial, and you'll have workers who are 2X the size of everyone else.  This might be a big deal, or not, depending on how much combat occurs in the game.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 01, 2018, 06:37:07 pm
Mabel
Wait...
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 01, 2018, 07:04:25 pm
Hmm~ I kinda based my race off of the Sao: Alfheilm Cait Sith. They can fly for ten minutes outside caves. They are also natural beast tamers, so that's something I'll research later in game, but this should let the Cait Sith travel far distances in a single day.

Maybe 3 or 4 squares. I plan on dumping an entire day's research on it. Granted, this will be the day after I pray to you. Need enough food to do so.

I really want those wings of light/mana to be something all Cait Sith are born able to do. Might be able to reach The People too.

If that's why you say wait... If we work together we can add that magic trait to the Cait Sith. Flight-nya~
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 01, 2018, 10:27:44 pm

(I'm still trying to figure out what kind of benefit the Giant trait could possibly have that outweighs a crippling 1.5X food cost multiplier. Looks like it isn't a labor bonus, though admittedly planting trees doesn't exactly require herculean strength)
Was just looking over the last few turns of the game.  I can see how you would feel that your trait is unbalanced.  50% increased food consumption is a big deal when food is scarce in the beginning.  This is setting you back tech-wise since you have to devote so many workers to food gathering.

I think you are doing well, though, considering your increased food consumption.  The fertile tile yields, on average, 1 more food than a normal tile per worker , which is helping a bit.  You have 9 total research to Dipnoi's 16.  Dipnoi has been getting good food rolls, in addition to a couple of techs that increase yield.  Xekarni has lost some workers but has gotten a lot of bonus food.

My thinking was the giant's increased size will give them a large advantage in combat, but if the game ends up peaceful in nature, that's not much of a bonus.  I was thinking that the giants' large size would give them a bonus in construction, too.  Maybe that's not enough good to offset the bad.

I'm thinking of gifting the Jotun some bonus food this turn.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 02, 2018, 12:05:00 am
Thinking about it, maybe you could give the giants a bonus to all collection-type actions. I imagine that a giant would easily harvest/collect more than the average individual.

If there is some resource depletion mechanics, it would then also cripple them in the long run if they don't expand/secure resources while making their early run easier.

Also love the game!
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 02, 2018, 01:22:11 am
Honestly you don't need to actually tell me all this. What is the game without some secrets? I just like complaining about the food cost.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 02, 2018, 02:13:24 am
Well, your post really got me thinking, and I realized that it wasn't just complaining -- the Jotun really are at a pretty big disadvantage.  I don't really want to change their food consumption, as that gives them a unique flavor, but I want to do something to help them out in the early game.  So I guess I was just thinking out loud, and wanted to see what people think.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 02, 2018, 05:18:08 am
Turn 9 - The Stone Age
(https://i.imgur.com/puVP7n7.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Godly actions of note:
Blarg gifts talking to the Swamp Zebras.  It costs 0 FP, because, why not?
Nagas unleashes motherfuckin' snakes on the motherfuckin' plains (https://www.youtube.com/watch?v=ubLRB7tb78Q) of H4 as a form of Zap on The People.  For 3 FP, one worker dies to snakebite!
Malvol infests E3 with aggressive dire wolves for 5 FP.

Civilization actions:

Dipnoi Republic
2 Workers attempt to research Snake Taming before they realize another tech is needed first!  So they end up with 1 point in Snake Taming, and 1 point in Domestication.
2 Workers research Mud Construction.
1 Worker creates 1 Blowdarts.
3 Workers forage for Food in H6, finding 7 food.
Use 3 Food to create 1 Worker.

The Xekarni
Goruk and 2 workers hunt at H5 (equipped with 3 crude spears) and find 6 food.
3 workers forage at H5 and find 7 food.
2 workers research Battle Formations.

Orassan Empire
2 workers forage for food at B3 with 2 crude tools and find 7 food.
1 worker makes a crude tool.
1 worker researches farming.
1 worker researches spear making.
3 food is spent to make 1 worker.  The worker morphs into a cat-like demihuman worker!  Mabel gains 3 FP!  Blarg gains 1 FP!

Cait Sith
2 Workers forage for food at J1 and find 5 food.
2 Workers take 2 Crude Spears and fish at J1 and find 4 food.
2 Workers forage for food at K1 and find 4 food.
2 Workers take 2 Crude Spears and fish at K1 and find 4 food.  Blarg gains 1 FP!
2 Workers finish up the Logistics Problem.

The People
3 workers forage at H3 and find 10 food.
3 workers forage at H4 and find 6 food.
4 workers make 4 crude tools.  Then one worker dies to snakebite!

Jotun Oligarchy
3 workers forage at C4 and find 9 food.
3 workers forage at D3 and find 7 food.
3 workers forage at D4 and find 5 food.
1 new worker is made at the cost of 4 food.  Farsky gains 1 FP!  Mabel gains 1 FP!

Potato Pirates stagnate.  Last chance before disaster comes!

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on June 02, 2018, 05:27:41 am
NAGAS IS ZAPPING MY PEOPLE AND I DISLIKE THAT.

>:(
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 02, 2018, 05:43:01 am
NAGAS IS ZAPPING MY PEOPLE AND I DISLIKE THAT.

>:(
I don't know why it became a zap! I just wanted snakes!
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 02, 2018, 05:49:59 am
Dipnoi Republic
The time of the Wolf draws near. We must fortify our homes!
3 Workers forage for Food in I7
1 Worker hunts in H6 with 1 Blowdart
3 Workers research Mud Construction
2 Workers craft Blowdarts
Title: Re: Gridhood: Aspects of the Divine!
Post by: Atomic Chicken on June 02, 2018, 05:57:35 am
I don't know why it became a zap! I just wanted snakes!

To be fair, flooding someone's home with snakes probably increases the risk of death by snakebite.

Thinking about it, maybe you could give the giants a bonus to all collection-type actions. I imagine that a giant would easily harvest/collect more than the average individual.

The problem I see with this is that an increase in gathering capacity would logically be offset by the greater quantity of resources that giants would require to build and craft stuff suited for their size.



The Xekarni

2 workers research Battle Formations
1 worker forages for reagents at I5
2 workers research Poisonous Plants
Goruk and 2 workers hunt at J6, armed with 3 crude spears
1 new worker is created
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 02, 2018, 07:10:09 am
I appear to be missing 1 food. So close to everyone staying at home, yet so far.

Cait Sith
The Logistics problem has been solved, for now.

2 Crude Spears are taken up by 2 workers to Fish at J1.
Another 2 are taken up by 2 workers to fish at K1.
2 workers forage at J1
Meanwhile, 2 workers forage at J1.
2 workers forages at K2.


"Come on everyone! One last push~"

"Let's collect the 10 food we need for tomorrow!"

Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on June 02, 2018, 07:49:28 am
"Every thing is going according to the plan with the Zebras."
Blarg spends some FP to teach the Zebras how to farm.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on June 02, 2018, 09:51:20 am
The People
2 workers forage at H3 with crude tools
2 workers forage at H4 with crude tools
1 worker researches Domestication
4 workers research Plains Survival
3 food is used to create a worker
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on June 02, 2018, 11:06:14 am
Orassan Empire

3 workers forage B3 with all 3 crude tools
1 worker prays to Mabel
1 worker researches Primitive Spearmaking
1 worker researches Farming
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 02, 2018, 11:49:55 am
Jotun Oligarchy

The Jotun continue their work. Their goal is to complete the Orchard in the next 2 turns as they need it quite desperately...

Spoiler: Action Post (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nirur Torir on June 02, 2018, 01:22:04 pm
Malvol erupts mountains at H3, hopefully making the area inhospitable to the horses so they have to move.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 02, 2018, 03:05:47 pm
I don't know why it became a zap! I just wanted snakes!
Nagas had 4 FP.  So I did the only thing I could think of that would create snakes for less than 5 FP.

Food is currently 7.5
Food should be 8.5!
Was a math error.  Food fixed

I appear to be missing 1 food. So close to everyone staying at home, yet so far.
Not seeing an error here.  You had 2 food on turn 8.  Then you gained 17 and consumed 10.  9 food.

Unless you mean you wanted 10 food exactly so you wouldn't have to forage for a turn.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 02, 2018, 03:20:34 pm
Yep, I need 10 for that.

Also, how did I get 17 food in a single turn? Is it because I didn't forage 1 turn..

Well, I should be able to get 11+ this turn.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on June 02, 2018, 05:28:01 pm
Malvol erupts mountains at H3, hopefully making the area inhospitable to the horses so they have to move.

If you kill my horses I will never forgive you.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Oblivion2007 on June 02, 2018, 05:37:24 pm
The god Izzith comes! All hail Izzith the God of Magic!

To announce his arrival Izzith just twiddles his thumbs.

Figured I'd try to be a god in this one. I looked at the game and there seemed to be a lack of patron for one of the biggest civs and magic seemed an interesting enough aspect.
I was tempted to make a civ with the aquatic trait at E6 but there is a shortage of gods compared to civs and I would have needed a god working on my side to expand the oceans with that build.

Hopefully this zap will work. I figure because the Cait Sith already have magic as a trait it should be cheaper to give them magical powers.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 02, 2018, 05:44:52 pm
Um, can you not?

Can you spend your GP on us next turn instead?

We're getting ready to add Wings of Flight as an Innate trait They're literally made of Mana. And we can research magic on our own, which should give you GP as a result later on. We can already do magic if we study.

That and Mabel looks to be ready to help as well. Talk to her if you want to help. It should be happening next turn.


On that note, welcome to the game Izzith. Our Gods seem to be Blarg and Mabel. And you now apparently.


The reason we have the most people is because The People lost one thanks to Snakes on Planes.
That and we want to use all ten for this next action. More GP will always help. Flight~nya!


Here, our current status-

Cait Sith
Tile: K1
Trait: Magic
Housing: 10 primitive
Resources:
10 workers
9 food
4 crude spears
Technologies:
Magic Theory: 1 of ? (incomplete)
Simple Spells: 1 of ? (incomplete)
Logistics: 6 of 6 (You discover new ways to organize workers.  Increases your logistics to 6.)
Primitive Spear-Making: 6 of 6 (You can now create crude spears!  They cost no resources, but need 1 labor, to make.  When used, you must specify how many crude spears you are using.  They provide a small bonus to combat and allow hunting or fishing.)


At least we now have a major reason to research them now rather than later. And with Flight and our Logistics bonus, food shouldn't be an issue.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Oblivion2007 on June 02, 2018, 05:55:22 pm
It has been implied that someone who already has skill in something can research related fields faster, as shown with the spearman. Getting a guy that can already use magic should speed up any magic research. Looking at your sheet you don't seem to have any actual mechanical ability to use magic quite yet. With your trait you definitely do have a bonus to researching magic but stacking a few bonuses never hurts right?

If you are really dead set against it than I can save up the FP I guess.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nirur Torir on June 02, 2018, 05:57:43 pm
I find it unsettling that a hunt with nearly half a tribe doesn't get me any FP, but more peaceful gods can create tiles that create more FP every time a new pop is born in them.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 02, 2018, 05:59:39 pm
If you're handing out beneficial zaps, the Jorun Oligarchy could use some. Mabel hasn't really done anything for my civilization and now it sounds like maybe she is going to spend all the FP that she got from my civilization on someone else? (Though as I haven't noticed her actually saying anything about it in the thread, it seems more likely that TricMagic is wrong.)

At least Farsky was helpful though.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 02, 2018, 06:11:53 pm
I just really want flight to work, and a little(or a lot) of Godly assistance doesn't hurt our chances of making it innate.

I'm pretty sure we do need a God's assistance to make it stick, and you being a god of Magic can work with Mabel next turn. She supplies most of the GP, and you put your domain to work with her domain.

Besides, if you really want to grant Magic assistance, you can grant a tile an affinity towards specific elemental magics for 5 MP later.


At the moment though, our very success with flight is likely to give you that MP back afterward, so it's more efficient.


There's also a Divine Project you could work on afterward. Create a World Seed, and we will tend to it.


....After this is said and done, We Cait Sith truly need to work on Prayer Festivals. We certainty have enough gods with us for it to be a great multiplier.


-------------
And, no, she hasn't quite said anything, she just said to wait. It's just that she has three Civs to tend to. And she is likely working on a long game rather than a quick one.

Go hunt some of those magical mammoths already=


All Hail Izzith! Twiddler of Thumbs and Patron God of Magic! He is Come!

[Thank you!~]
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 02, 2018, 06:14:58 pm
I don't know why it became a zap! I just wanted snakes!
Nagas had 4 FP.  So I did the only thing I could think of that would create snakes for less than 5 FP.
Ah. You know you don't actually have a cost for animals listed in the OP?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Oblivion2007 on June 02, 2018, 06:24:47 pm
Alright then, editing my post.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 02, 2018, 06:40:07 pm
The god Izzith comes! All hail Izzith the God of Magic!

To announce his arrival Izzith Zaps one Cait Sith civilian at K1 to give it minor magical powers.
Welcome to the game.  Just to help you out a little, you might want to be more specific than "minor magical powers".  The Cait Sith are already inherently magical.

I find it unsettling that a hunt with nearly half a tribe doesn't get me any FP, but more peaceful gods can create tiles that create more FP every time a new pop is born in them.
I was interpreting your Slaughter aspect as "slaughtering foes in combat" or "violent bloody deaths."  Not so much as mundane slaughtering of animals that happens all the time.  Since your kind of slaughter tends to happen less often, you get more FP when it does happen.

I realize that some things are unbalanced in this game.  Nagas has only gotten 1 FP through his aspect if I remember right.  And then we have the Jotun problem.  All I can say is, let's try and accept the imbalance and go with it.

Ah. You know you don't actually have a cost for animals listed in the OP?
I did say that the rules for artifact and creature creation were the same as for land tiles, and special tiles are a minimum of 5 FP.  I should have explained it better though.  I was thinking it would be 5 FP minimum to create stuff, but maybe, for a few plain boring animals, we could make it just 3 FP.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 02, 2018, 06:45:34 pm
That's been edited and talked over GM. I forsee a future of speciallists, even though I don't have anyone who can see the future. The far future that is.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Oblivion2007 on June 02, 2018, 08:02:26 pm
Alright after some discussion with Supernerd how about this.

Izzith decides to Zap one of the Jorun Oligarchy's civilians giving them the magical ability to speed the growth of plants.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 02, 2018, 08:38:17 pm
Rules modification!  Creatures and artifacts explained in more detail.

Creatures:
For 1 FP, you can make a single, nondangerous, boring creature such as a donkey.
For 3 FP, you can make one dangerous but boring creature such as a tiger, or a herd of boring nondangerous critters like horses or harmless snakes.
For 5 FP, you can make a magical and/or very dangerous monster/creature/foe of some kind.  Example:  An Ogre or a Troll.  Or a pack of dangerous but otherwise nonspecial critters.  Example:  A pack of dire wolves.  Or a herd of nondangerous but kind of special critters, such as a herd of talking swamp zebras.
More powerful monsters will cost multiples of 5 FP.  Example:  A Fire Giant or a Demon would probably cost 10 FP.  Beezlebub, Lord of the Flies, would probably cost around 20 FP.

Artifacts:
5 FP minimum.  For 5 FP, you get a basic magic object, such as a magic sword.  Excalibur would probably cost 15 or so FP.  Or non-weapon/armor artifacts that alter workers, tiles, or the weather in limited ways.  Tech level is currently limited to early medieval era (no gunpowder).
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 02, 2018, 08:41:09 pm
Just to clarify, how do creatures work differently than tiles with animals as a feature?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 02, 2018, 08:58:53 pm
Just to clarify, how do creatures work differently than tiles with animals as a feature?
Independently made critters aren't tied to a tile and might stick around if the tile is changed.  Creatures part of a tile probably won't leave unless you spend extra.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on June 02, 2018, 11:10:42 pm
Rules modification!  Creatures and artifacts explained in more detail.

Creatures:
For 1 FP, you can make a single, nondangerous, boring creature such as a donkey.
For 3 FP, you can make one dangerous but boring creature such as a tiger, or a herd of boring nondangerous critters like horses or harmless snakes.
For 5 FP, you can make a magical and/or very dangerous monster/creature/foe of some kind.  Example:  An Ogre or a Troll.  Or a pack of dangerous but otherwise nonspecial critters.  Example:  A pack of dire wolves.  Or a herd of nondangerous but kind of special critters, such as a herd of talking swamp zebras.
More powerful monsters will cost multiples of 5 FP.  Example:  A Fire Giant or a Demon would probably cost 10 FP.  Beezlebub, Lord of the Flies, would probably cost around 20 FP.

Artifacts:
5 FP minimum.  For 5 FP, you get a basic magic object, such as a magic sword.  Excalibur would probably cost 15 or so FP.  Or non-weapon/armor artifacts that alter workers, tiles, or the weather in limited ways.  Tech level is currently limited to early medieval era (no gunpowder).

Do I get 2 fp back for the creation of my horses then? (If you don't want to do that, can I retroactively add some special trait to them?)
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on June 02, 2018, 11:14:29 pm
May I suggest easy domestication? My civilization will build stables (although I might have to research that seperately) once the horses are domesticated.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 02, 2018, 11:44:50 pm
can I retroactively add some special trait to them?)
Sure, why not?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 03, 2018, 12:15:26 am
((@supernerd, actually I spent the FP i got from you on the orassans. Im spending the orassans on cait sith, and will be spending cait sith on you shortly afterwards. Don't  worry, youre on the list, just since Farsky is there to look out for you specifically I have other priorities for now, he's gotcha.))
((Also, frankly, the orassans needed the help pretty bad. I'm a bit tempted to dote on them simply cuz nobody else is prioritizing them.))

Mabel
Add special properties to the mangrove forest at K1, making those born there magical(or extra-magical if already magical) demihumans related to their personalities - in the case of the cait sith their demihumans should probably get the fey wings they long for so much.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 03, 2018, 06:21:10 am
Turn 10 - The Stone Age - Year of the Snake
(https://i.imgur.com/0uQ0hLC.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Godly actions of note:
Blarg teaches agriculture to the zebras for 5 FP!
Malvol replaces the riverland at H3 with mountains for 3 FP.  The herd of horses flee to I4.
Izzith the God of Magic arrives!  He twiddles his divine thumbs!  Then he Zaps one of the Jotun Oligarchy's workers, turning him into a Greenthumb worker!
Mabel attempts to make a special tile but doesn't have enough FP.  (Adding extra-magical, demihuman, and flight as tile effects will cost 15 FP.)

The sun becomes eclipsed by a blood-red moon!  It's a portent of doom!  The slithering and rattling of snakes throughout the land becomes a sinister cacophony!  A PLAGUE OF SNAKES IS UPON US!!!  Nagas, god of Snakes, is delirious with joy!  He gets 5 FP!

Civilization actions:

Dipnoi Republic
3 Workers forage for Food in I7 and find 10 food.
1 Worker hunts in H6 with 1 Blowdart and find 3 food.
3 Workers research Mud Construction.
2 Workers craft Blowdarts.
Snakes overrun the Dipnoi settlement!  Weapons are mostly ineffective against a snake plague!  The only thing to do is hide!  2 workers are caught in the open and die of snakebite!  Nagas gets 6 FP!  Blarg gets 2 FP!

The Xekarni
2 workers research Battle Formations, and the tech is complete.
1 worker forages for reagents at I5 and finds 3 reagents.
2 workers research Poisonous Plants.
Goruk and 2 workers hunt at J6, armed with 3 crude spears, and find 7 food.
3 food is spent, 1 new worker is created.
Anacondas attack the settlement!  Goruk fights heroically and kills several, getting 3 more food in snakemeat!  However, 1 worker is eaten!  Nagas is delighted!  He gains 3 FP!  Malvol  enjoyed watching Goruk slaughter snakes!  He gets 3 FP!

Cait Sith
2 Crude Spears are taken up by 2 workers to Fish at J1.  They find 6 food.
Another 2 are taken up by 2 workers to fish at K1.  They find 5 food.
4 workers forage at J1 and find 7 food.  Workers report less efficiency foraging with more than 3 workers here.
2 workers forages at K2 and finds 4 food.
Snakes drop down from the mangrove trees on the heads of Cait Sith citizens!  3 workers are injured!  Nagas gets 2 FP!  Blarg gets 1 FP!

The People
2 workers forage at H3 with crude tools and find 5 food.
2 workers forage at H4 with crude tools and find 4 food.
1 worker researches Domestication.
4 workers research Plains Survival.
3 food is used to create a worker.
The People really are getting tired of all these motherfuckin' snakes on their motherfuckin' plains!  1 worker dies of snakebite!  Nagas, god of motherfuckin' snakes, gets 3 FP!

Orassan Empire
3 workers forage B3 with all 3 crude tools, finding 8 food.
1 worker prays to Mabel.
1 worker researches Primitive Spearmaking.
1 worker researches Farming.
1 worker is injured in a snake attack!  Nagas gains 1 FP!

Jotun Oligarchy
3 workers forage at C4 and find 11 food.
3 workers forage at D3 and find 6 food.
4 workers work on constructing an Orchard at C4.
1 worker is morphed into a Greenthumb worker!
The giants shrug off any snakebites as a minor nuisance!  A magical mammoth, fleeing snakes in the south, runs into the settlement!  Farsky gets 3 FP!  Izzith gains 3 FP!  The mammoth is killed and butchered for 10 food!  Malvol gets 1 FP!

A giant python eats the entire Potato Pirates tribe!  Nagas, god of Snakes, is giddy as a schoolgirl!!!  He gets 8 FP!!!!! Farsky gets 5 FP!  Potato Pirates are no more!!

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on June 03, 2018, 08:05:40 am
Blarg spends 5FP to change the G7 into a large abandoned and ruined two story building with a large park with a small pond in the middle, and to protect the Zebras from the snakes the building is surrounded by a large flat and cracked area made of a light gray stone that has randomly placed hunks of rusting metal. Blarg names this place Willamette.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 03, 2018, 09:40:06 am
This would have been nicer if it didn't happen this turn..

Cait Sith
5 workers figure out basic Magical Theory.
2 of these grab 2 crude spears in case Snakes attack.
2 workers will pick up spears and Pray to Mabel near their injured tribemates.
Once again, in case Snakes attack.

Finally, all workers will focus on retreat and defense rather than offense if Snakes attack.

"And we'll all be together in this frightful time."


Question, GM, can the injured workers help out with Magical study? Or simply Pray to Mabel?Answered-

Also, this is 6 different actions rolled together, logistics did come in handy~
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on June 03, 2018, 09:59:26 am
Hey Nagas, can you work on turning all empty tiles into proper land, or even make an artifact ☼everfrost sword of snakes☼ for us? There's better things to do than ruin it for civilization players.

Also, I'm assuming wounded civilians can't work due to injury.
Orassan Empire
3 civilians forage B3 with 3 crude tools
1 civilian researches primitive spearmaking
1 civilian researches farming
2 additional civilians are born
1 civilian gets bed rest to help heal the injury
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 03, 2018, 10:35:58 am
Pretty sure Snake is on the Zodiac, as is wolf as dog from a quick google search.

If I can get Animal Taming to Lv. Max, maybe I can snag Cait Sith some dragons.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on June 03, 2018, 10:43:41 am
The People
2 workers forage at H4 with 2 crude tools
2 workers forage at I4 with 2 crude tools
2 workers research Plains Survival
3 workers pray to Amastay "Please, replace this mountain with a river!"
3 food is used to create a worker
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nirur Torir on June 03, 2018, 12:04:49 pm
I'm thinking of making a resource tile. This tile creates consumable luxuries, which either increase how hard pops work for a turn, or allow going over the housing cap with no problems, while it lasts. It stops being created if there has been no sapient bloodshed on the tile for a few turns.

Is this tile possible, and how much would it cost?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 03, 2018, 12:06:01 pm
Jotun Oligarchy

The Jotun Oligarchy is a bit concerned about the events that happened. While they didn't particularly appreciate having a neighboring tribe so nearby, the existence of Giant Pythons capable of such destructive force was a concern.

While the Jotun Oligarchy did have many food related concerns, it seems as though their size helped to alleviate the non-food related concerns. Past events suggest to the Giants that the year of the snakes will not last for long, and work can continue uninterrupted. During this time of fortune the Jotun Oligarchy decides to pay their respects for the gods that have assisted them.

(I am not sure if foraging a tile with 2 kinds of workers uses 1 logistics or 2. Either way my action should work as it would use 4-5 logistics. Also, Should the Potato Pirate settlement still be on the map?

One last curiosity. If the mammoth gave fp to Farsky, and is a MAGICAL mammoth, should that have also gave FP to Izzith?)

Spoiler: Doublecheck (click to show/hide)
Spoiler: Action Post (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 03, 2018, 12:17:55 pm
This would be 4. Foraging is a single action, regardless of who goes.

I am interested to see how the GM handles workers having spears for a non-hunt/fish action though..
Title: Re: Gridhood: Aspects of the Divine!
Post by: Atomic Chicken on June 03, 2018, 02:18:23 pm
The Xekarni

The tribe quickly becomes aware that the northern plains have been swarmed by great long-legged beasts. Naturally, the hunters decide to investigate.

Spoiler: actions (click to show/hide)

Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 03, 2018, 02:37:32 pm
Dipnoi Republic

Tragedy! We have angered Nagas, and paid the consequences...

Spoiler: Dipnoi Actions (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 03, 2018, 03:03:55 pm
Hey Nagas, can you work on turning all empty tiles into proper land, or even make an artifact ☼everfrost sword of snakes☼ for us? There's better things to do than ruin it for civilization players.
um, that's pretty rude, you know I didn't cause the snake plague, right? I didn't even do anything this turn.

Nagas gifts a giant, possibly slightly magical, tame anaconda to the leader of the Dipnoi at I6 for what I hope will just be 5FP! They can use it to eat their enemies, and it is a sign of Nagas' favour!

He then sends a herd of dangerous but otherwise nonspecial tame (which I now know cost 5FP) cobras to the Jotnar at D4!

CHOSEN OF NAGAS, DEVOUR THE WORLD!

For a further 5FP, he places a Serpent Jungle at J4! A Serpent Jungle is naturally full of serpents, and anyone who spends too much time there becomes snekkier and may eventually turn into a naga! I'd like for this change to be heritable if it doesn't increase the cost. Afterward, normal 1FP oceans are placed at G5 and G6 to complete that oceanic belt, a normal swamp at K4, and normal rainforest at J7 and K5, K6, and K7! Even though he is slightly miffed at the Orassans, he also kindly places mangrove forests at A2 and A4. That's it for now unless anyone has any suggestions.

Total cost, currently: 24FP
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 03, 2018, 03:08:25 pm
I suggests Nagas make nagas. :p don'cha want snakepeople?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 03, 2018, 03:10:57 pm
I suggests Nagas make nagas. :p don'cha want snakepeople?
dude
For a further 5FP, he places a Serpent Jungle at J4! A Serpent Jungle is naturally full of serpents, and anyone who spends too much time there becomes snekkier and may eventually turn into a naga! I'd like for this change to be heritable if it doesn't increase the cost.
yes :P
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 03, 2018, 03:15:55 pm
Oh my, I missed that.

Mabel
K1. Magical +, demihuman. Cait sith will surely develop flight via magic if assisted in magic.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 03, 2018, 05:17:18 pm
Injured workers must spend a turn recovering (and only recovering), unless you have some way to heal them.

I'm thinking of making a resource tile. This tile creates consumable luxuries, which either increase how hard pops work for a turn, or allow going over the housing cap with no problems, while it lasts. It stops being created if there has been no sapient bloodshed on the tile for a few turns.

Is this tile possible, and how much would it cost?
I'll say... 5 FP.  But if it does both increasing productivity and increase housing cap, that would be 10 FP.

Nagas gifts a giant, possibly slightly magical, tame anaconda to the leader of the Dipnoi at I6 for what I hope will just be 5FP! They can use it to eat their enemies, and it is a sign of Nagas' favour!
5 FP.
Quote from: Maximum Spin
He then sends a herd of dangerous but otherwise nonspecial tame (wait, can I make them tame and have them still be nonspecial? pls feedback) cobras to the Jotnar at D4![/b]
5 FP.
Quote from: Nagas
CHOSEN OF NAGAS, DEVOUR THE WORLD!

For a further 5FP, he places a Serpent Jungle at J4! A Serpent Jungle is naturally full of serpents, and anyone who spends too much time there becomes snekkier and may eventually turn into a naga! I'd like for this change to be heritable if it doesn't increase the cost.
I'll say 5 FP.  I'll rule that if an entire tribe turns into a certain type, then future new workers will be that type.  If you're trying to make a whole tribe's new workers become Nagas after just one worker interacts with the tile, that would be a lot more powerful.  I'll say... 15 FP.

Oh my, I missed that.

Mabel
K1. Magical +, demihuman. Cait sith will surely develop flight via magic if assisted in magic.
Please describe your tile in more detail.  We need a post we can reference in the future.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nirur Torir on June 03, 2018, 05:43:35 pm
Malvol spends 5 FP, reshaping tile C3 to have Bushes of Empowermernt. These thorny bushes each have a few blood-red berries the size of a plum. The bushes can only sprout where sapient beings have recently been violently killed, and will go fully dormant after 5 years.

People eating a diet of Berries of Empowerment will be better at physical labor, and will be braver, bloodthirstier warriors.

"Malvol grants you his gifts. Fight now, and please him!"
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 03, 2018, 06:01:28 pm
Mabel
Add special properties to the mangrove forest in K1, those born there shall become demihumans related to their nature/personality, and shall be infused with magic, making even those that would otherwise be magical have a noticeably stronger connection to magic as part of their nature.
((That better?))
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on June 03, 2018, 06:08:29 pm
So, for the special traits for the horses, I think I will make them breath fire, like the ones from Greek mythology. (And carnivorous too, if that's not too much.)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nirur Torir on June 03, 2018, 06:15:05 pm
So, for the special traits for the horses, I think I will make them breath fire, like the ones from Greek mythology. (And carnivorous too, if that's not too much.)
I like this plan and hope you also make them thirst for human blood.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 04, 2018, 05:34:07 am
Turn 11 - The Stone Age
(https://i.imgur.com/qKlWgfk.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Godly actions of note:
Blarg creates Willamette at G7 for 5 FP!
Nagas creates a tame giant anaconda at I6 for 5 FP!  Then Nagas creates a pack of tame cobras at D4 for 5 FP!  Then Nagas creates a Serpent Jungle at J4 for 5 FP!  Then Nagas creates oceans at G5 and G6, a swamp at K4, and rainforests at J7, K5, K6, and K7!  Then Nagas adds mangrove forests to A2 and A4!  (will add those to map on turn 12)
For 5 FP, Malvol adds the Bushes of Empowerment to the hills at C3!
For 10 FP, Mabel changes the mangrove forest at K1 into a Magical Demihuman Mangrove Forest.
Amastay makes the herd of horses at I4 carnivorous and firebreathing!

Other Game Events:
The Year of the Snake has passed!
The Zebras at G7 begin worshipping Blarg!  The Swamp god gains 2 FP!
A mighty howl of despair comes from tile E4!

Civilization actions:

Cait Sith
5 workers research Magic Theory.  The tech is complete!  The excess research is put into Simple Spells!
2 workers pray to Mabel.
3 workers recover from injuries.

Orassan Empire
3 civilians forage at B3 with 3 crude tools and find 8 food.
1 civilian researches primitive spearmaking.
1 civilian researches farming.
6 food is spent to make 2 workers.  The workers morph into cat-like demihuman workers!  Mabel gets 4 FP!  Blarg gets 1 FP!
1 worker recovers from injuries.

The People
2 workers forage at H4 with 2 crude tools and find 5 food.
2 workers forage at I4 with 2 crude tools but are driven away by 3 armed strangers!
2 workers research Plains Survival, and the tech is complete!
3 workers pray to Amastay.
3 food is used to create a worker.

Jotun Oligarchy
2 workers and 1 Greenthumb worker forage at C4 and find 10 food.
4 workers work on constructing an Orchard at C4, and the orchard is completed!  Amastay, god of Construction, is thrilled!  He gains 6 FP!!!
2 workers pray to Farsky.
1 worker prays to Izzith.
A pack of tame cobras appears at D4!  They should be fed at least 1 food every turn, or they might go wild! 

The Xekarni
Goruk and 2 workers grab 3 crude spears and hunt horses at I4, and get 7 food.  The hunters encounter 2 strangers there!  After a tense exchange of shouting and flailing of weapons, the strangers flee!
3 workers forage at I4 and find 8 food.
2 workers work on a training field at I5.
3 food is spent to make 1 worker.

Dipnoi Republic
2 Workers research Mud Construction, and the tech is complete!
3 Workers hunt in H6 with 3 Blowdarts and get 8 food.  Blarg gets 1 FP!
2 Workers forage for Food in I7 and find 5 food.
6 Food is used to create 2 Workers.
A tame giant anaconda appears at I6!  It should be fed at least 2 food every turn, or it might go wild! 

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on June 04, 2018, 06:01:54 am
Amastay is delighted at the idea of an orchard, and resolves that he should do something nice for the giants at some point in the future.

For now though, he spends 9 FP (3 multiples of 3) to zap a worker of "The People" into a champion warrior, so that they might defend themselves when the time should come. With his last fp, he creates a large mundane hammer for the champion to use, as is only suitable for a champion of the god of construction.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on June 04, 2018, 06:03:27 am
Orassan Empire

3 civilians forage B3
2 civilians build new crude tools before joining in the B3 foraging
2 civilians finish up Primitive Spearmaking
1 civilian researches farming
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 04, 2018, 06:05:02 am
Mabel
Create a pair of identical artifacts at D4, and a third second one at B3, Bountiful Baskets.
Resources brought back via these baskets will always have a much higher yield than expected, multiplying the previously thought to be gathered yield by 3.

also, pay 5 FP to retroactively correct the FP cost of that last tile I adjusted.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on June 04, 2018, 06:44:41 am
The Zebras at G7 begin worshipping Blarg!  The Swamp god gains 2 FP!
"All according to plan."

Blarg spend some FP to teach the Zebras how to make and use tools.

"If any one needs any thing from me I'll be available after this, as I feel the Zebras will be in a good place after this is finished."
Title: Re: Gridhood: Aspects of the Divine!
Post by: Oblivion2007 on June 04, 2018, 07:08:07 am
Izzith continues to bide his time, gathering power for his first mighty act.

By the way it doesn't say in the update where I got the FP from. I assume either from Cait Sith's research or Jotun using the Greenthumb worker but it doesn't actually say. This is pretty critical information for me so I know what is actually working or not.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 04, 2018, 07:12:07 am
I am not going to argue with those numbers..

It is Time!

Izzith- We are going to fly!


Oh gods, hear our Prayer, our Hope, the dreams of the Cait Sith.



"Brothers, Sisters, long have we been bound to the ground and trees. Long have we longed to fly Above, in the Sky."
"No more! Today is the day we fulfill our Wish!"

"Let us shed these shackles, let Light, our Magic, our Souls, be our Wings!"

All Cait Sith Gather Together, to Fly!
"On Wings of Mana, of Light!"

"To Our Dream!"

Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on June 04, 2018, 07:26:01 am
By the way it doesn't say in the update where I got the FP from.
You get 1FP at the end of every turn for just existing.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Oblivion2007 on June 04, 2018, 07:52:56 am
By the way it doesn't say in the update where I got the FP from.
You get 1FP at the end of every turn for just existing.
I have 6 FP
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on June 04, 2018, 08:13:27 am
By the way it doesn't say in the update where I got the FP from.
You get 1FP at the end of every turn for just existing.
I have 6 FP
You also get three when you start, other wise I'm not sure where you got the FP, you might have gotten an extra for free.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 04, 2018, 08:14:31 am
I'ts actually been 2 turns. Can I have 5 of it though. Pour it into our success! Give us this Flight! Please~


scratch that, that is a question...

He may have simply had an extra two simply because we exist.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Oblivion2007 on June 04, 2018, 09:09:50 am
I had 1 FP last turn. I get 1 FP for free and 1 FP from Jotun's worship. That means I got 3 extra FP; I'm assuming from Cait Sith's research but I'd like to know for sure.

Also TricMagic you keep mentioning this plan of your's but I haven't actually seen any actual plan or research or even a Divine project. Honestly I'm not even sure what is going on or even what you are asking me to do. Importantly I also do get any indication that your plan is even going to work, which is worrying for me because you are asking me to sink almost all of my resources into this. I just recently joined and I'm pretty behind the other gods so I need to try and spend my FP efficiently.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 04, 2018, 09:24:43 am
Well, you are a God of Magic. We basically need Izzith's Blessing in this endeavor.


After this, we plan to research magic, and use it. That should give you FP rather regularly.

I'm kinda hoping for Mabel and Blarg to pitch in too.


All 10 Cait Sith workers are working on Magical Flight this turn.

If it doesn't work that way, we'll sure to get a bunch of Magic Research this turn. If it does work, we can focus on Magic to build Houses. That's FP for you each time we build more, not to mention FP whenever we make more workers, or train people in magic.


We've been building the food stock for this a while now. I may not need a god's Blessing on this, but it would certainly help us out.

We won't be able to do this for a while afterward otherwise.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on June 04, 2018, 11:02:57 am
The People
3 workers forage at I4 with 3 crude tools
1 worker forages at H4 with 1 crude tool
4 workers research Primitive Spearmaking
2 workers pray to Amastay
Title: Re: Gridhood: Aspects of the Divine!
Post by: Oblivion2007 on June 04, 2018, 11:06:01 am
I think this is going to be way more expensive than you imagine. Let me try to break it down:

Your Goal - Add flight as a second trait to your civilization

Payment - 10 labor + XFP from various gods

In this situation what you are contributing to the goal is meaningless, 10 labor is what it cost Jotun to build an Orchard. It would cost way more than that to add a trait just for game balance reasons.

So the only way this is possible is basically entirely depending on the gods, and that would likely take at least 20+ combined FP I'm guessing. If I were running the game I would actually make it something like 50FP and then something like 200FP for a third trait.

Edit: That's from the perspective of a god using FP of course. I guess since I've been so negative I'll try to be more constructive and give some suggestions from your perspective.

From a civ's perspective trying to develop a second trait should probably be thought of as a 'wonder'. That is first you should research tech to actually accomplish what the wonder does, then tech to contruct it, and finally put in tons of labor to actually build it.

Example: The Grand Dam - A massive dam that controls a river, it prevents droughts and flooding and boosts agriculture along the river.
First research Irrigation, Flood control, and maybe Aqueducts and Wells - This lets you actually do what the wonder is for, controlling water flow
Second research all the construction techniques needed to actually build it, an example might be Ancient Concrete (like the Romans used) to create a watertight seal
Third actually gather the materials and spend tons of labor building the damn thing

You currently don't know how to fly with magic at all, let alone innately, you should probably research spells that let your mages fly as a baseline. Then research tech like Enchantment and Ritual Casting so that you can actually enhance your population. Finally train a bunch of mages and have them cast a massive ritual to enhance your people, likely taking a lot of labor and many turns.

These are all rough examples because nobody has actually built a wonder yet and we don't know what all the GM will decide is necessary for them, but this is just my suggestion on how you should be thinking of this.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 04, 2018, 11:43:27 am
K. At the very least, it will give me an Idea on what the GM thinks is necessary for this.
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on June 04, 2018, 01:47:40 pm
farsky acts
I invest 11 fP into my divine project, the demihuman colossus.
Sorry I haven't been active lately.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Atomic Chicken on June 04, 2018, 02:29:26 pm
The Xekarni
Spoiler: actions (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 04, 2018, 03:25:25 pm
Dipnoi Republic
Oooh! Praise Nagas! Those who died to the snakes have been reborn as a great anaconda!

Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 04, 2018, 03:42:33 pm
I'm kinda hoping for Mabel and Blarg to pitch in too.
I have, in my own way. I generally prefer setting up long-term effects that will eventually lead to the result I want. It seems much more efficient that way.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 04, 2018, 04:32:04 pm
Jotun Oligarchy

The Jotun Oligarchy considers the events that have occurred. It seems that the god Nagas has decided to give the Jotun Oligarchy some new mouthes to feed. The Jotun Oligarchy hope that Naga's intends to do something to help them out because food is scarce enough as it is without having snakes to feed.

Another thing of concern: Malvol appears to demand bloodshed. The Jotun Oligarchy's newly created orchard was not protected, so the last thing the Giants wanted to do was upset any god - let alone the most bloodthirsty one of them all! After some discussion it is decided that one of them would travel to the battleground that Malvol created and fight for his amusement.

Spoiler: Doublecheck (click to show/hide)
Spoiler: Action Post (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 04, 2018, 04:57:30 pm
I had 1 FP last turn. I get 1 FP for free and 1 FP from Jotun's worship. That means I got 3 extra FP; I'm assuming from Cait Sith's research but I'd like to know for sure.
The 3 extra is from turn 10.  Supernerd pointed out that the mammoth was magical, so I edited the turn and gave Izzith 3 more FP.  Then I forgot to mention it...

I also missed a couple of mangrove forests that Nagas made.  I'll edit that into turn 11, and they're available to use on turn 12, but they won't appear on the map until turn 12.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 04, 2018, 05:27:20 pm

So the only way this is possible is basically entirely depending on the gods, and that would likely take at least 20+ combined FP I'm guessing. If I were running the game I would actually make it something like 50FP and then something like 200FP for a third trait.

I probably should do it something like this.  Otherwise, the gods will keep adding all kinds of traits to civs, and we'll end up with some real crazy shit.

I've been allowing Mabel to make tiles that make workers into cat-like demihumans for 5 FP, because cat-like and demihuman don't really impact anything except for Mabel's FP gain through her aspect.  I should have made Mabel's recent tile cost 10 because it makes workers extra magical in addition to demihuman.  I actually meant to do that, but it slipped my mind as I did the turn.

Flight is pretty good.  It is a trait, and adding a second useful trait to workers should cost a decent amount of FP.  So, for now, let's say that adding flight to Mabel's K1 tile will cost another 15 FP.  And adding additional traits after that the cost will be doubled to 30, then 60, etc.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 04, 2018, 05:40:25 pm
Wouldn't it be hard to regulate tile-based traits? I mean if Mabel is allowed to make a trait-tile then obviously you have to allow other gods to do that too. Then each god can make a trait-tile around a certain area and a worker would be able to visit each one...

The way I would balance it is that the more traits you have, the more likely things will go horribly horribly wrong.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 04, 2018, 05:41:40 pm
cancel one of the two baskets for Jotun I'm making this turn to pay the 5 FP retroactive points cost that I should have had to pay last turn. should result in one for each of Jotun and Orassan.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 04, 2018, 05:56:36 pm
Wouldn't it be hard to regulate tile-based traits? I mean if Mabel is allowed to make a trait-tile then obviously you have to allow other gods to do that too. Then each god can make a trait-tile around a certain area and a worker would be able to visit each one...

The way I would balance it is that the more traits you have, the more likely things will go horribly horribly wrong.
Yes, it's hard to regulate.  Yes, the game is on the verge of spiraling out of control with all kinds of stuff being added to workers.
But I knew that this game was likely to get crazy.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 04, 2018, 06:04:23 pm

All 10 Cait Sith workers are working on Magical Flight this turn.

If it doesn't work that way, we'll sure to get a bunch of Magic Research this turn. If it does work, we can focus on Magic to build Houses. That's FP for you each time we build more, not to mention FP whenever we make more workers, or train people in magic.

Keep in mind that you don't even have Simple Spells researched yet.  You're in the stone age, magically speaking.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nirur Torir on June 04, 2018, 06:09:35 pm
Another thing of concern: Malvol appears to demand bloodshed. The Jotun Oligarchy's newly created orchard was not protected, so the last thing the Giants wanted to do was upset any god - let alone the most bloodthirsty one of them all! After some discussion it is decided that one of them would travel to the battleground that Malvol created and fight for his amusement.
It's a gift with a cost (or hopefully a gift worth a small ongoing conflict), not a demand for sacrifices. Forage and fight, not stand there looking for a fight.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 04, 2018, 06:29:36 pm
K then..

Having Communed with Izzith, the god of Magic, the Cait Sith realize the work they have yet to do.

Therefore, new orders are handed out, to everyone's sadness.

Cait Sith
2 pick up the crude spears to fish at J-1,
Another 2 pick up crude spears to fish at K-1.

Meanwhile, 1 worker researches Simple Spells
5 workers research to advance their knowledge of Magical Theory to the next level.




Also, I really only have Flight, and Creature Taming on my wish-list. But if I need a circle to get it, then by Yggdrasil I'm going to get it!


And I don't really want it added to a tile, but all Cait Sith. Which is obviously going to take a lot of work for us to do.

Also, on what conditions does Izzith gain FP from us?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 04, 2018, 07:55:44 pm
I recommend having explicit instructions in your orders, such as "X workers do X at X with X".  Leaving vague orders lets me interpret them in stupid ways.  Also, if you put more workers than needed into researching or building something, the excess workers will not automatically go and do something else productive.  There is a chance that they will pick lint from their navels or take naps.  You can't order workers to do something if something happens, either.  So, "10 workers research whatever, then any leftover workers research somethingelse"  will not necessarily result in "somethingelse" getting researched.

When researching techs, and you have something like "3 of ?" researched, you have to make a guess at what the ? is.  If you guess wrong, and put more workers than is needed, you might end up wasting labor.  That is by design, and there's no way to make sure that excess workers do what you want.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Oblivion2007 on June 04, 2018, 09:45:19 pm
15FP for adding a second trait sounds good in this context because it is a tile improvement, which another god can take away by removing the tile.

What would it cost to add a second trait to a civilization, not from visiting tiles but like having a second inherent trait? That was what I think Cait Sith was trying to do and why I ballparked it to around 50.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 04, 2018, 10:23:02 pm
So we're talking about a super powerful artifact or land that adds a new useful trait to an entire civ?  How about we say, 30 FP to add the second trait, then doubled after that to 60 for the third, 120 for the fourth.  For a one-shot artifact or land.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on June 05, 2018, 03:01:48 am
I'm kinda hoping for Mabel and Blarg to pitch in too.
I'm not really sure what your wanting me to pitch in on, and I probably won't have enough FP to help with what your wanting to achieve for a while.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 05, 2018, 06:13:19 am
Eh, that will do.

And it's Flight, specifically the flight from Alfheim, the Wings of Light/Mana.


Also, to actually use such an artifact, you should need your entire civilization using it.
That way you need enough food to perform such an action.

Since it would be to add a second trait to the race.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 05, 2018, 06:16:56 am
Turn 12 - The Stone Age
(https://i.imgur.com/lJ706D6.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Godly actions of note:
Amastay changes a worker of The People into a Champion Warrior for 9 FP!  Then he tries to create an artifact, but fails.  (5 minimum cost for artifacts)
Mabel creates a Bountiful Basket at D4 for 5 FP, and another Bountiful Basket at B3 for 5 FP.
Blarg spends 5 FP to teach the Zebras at G7 tool use.
Farsky puts 11 FP into the project "Demihuman Colossus," finishing the project!  A Demihuman Colossus is created in H5!

Other Game Events:
The Zebras at G7 worship Blarg!  The Swamp god gains 3 FP!

Civilization actions:

Orassan Empire
3 workers forage at B3 and find 4 food.
2 workers build 2 crude tools.
2 workers finish up Primitive Spearmaking.
1 worker researches Farming.

The People
3 workers forage at I4 with 3 crude tools and find 9 food.
1 worker forages at H4 with 1 crude tool and find 4 food.
4 workers research Primitive Spearmaking.
2 workers pray to Amastay.

The Xekarni
3 workers finish putting together the training field at I5.  Amastay gets 4 FP!
Goruk and 2 workers hunt at H5 with 3 crude spears and find 7 food.
2 workers research Poisonous Plants.
1 worker gathers reagents at I5 and finds 2 reagents.

Dipnoi Republic
3 Workers hunt in H6 using 3 Blowdarts and find 9 food.  Blarg gets 1 FP!
3 Workers forage for Food in I7 and find 9 food.
3 Workers research Primitive Barricades.
3 food is spent to make 1 worker.
The giant anaconda is fed 3 food.  (does not count as an action)

Jotun Oligarchy
2 workers and 1 Greenthumb harvest the Orchard at C4 and get 14 food.
3 workers forage for food at C4 and find 10 food.
1 worker travels to C3 to attack anyone else on the tile.
The worker enters C3 with death on his mind.  He finds a pack of dire wolves, as expected.  However, strangely, they don't attack, but run from the giant!
The giant gives chase.  The wolves lead the giant to a hilltop.  There, standing defiantly on the hilltop and clutching a spear, is a scarred and tattooed man.  He pets the wolves, clearly friendly with them.  Tattooed on his chest is a potato suckling at a wolf's teat!
"You desire death then, giant?" says the tattooed warrior.  "Very well, I am happy to oblige!"  And he charges!
An epic battle ensues!  The tattooed warrior is too fast and skilled for the giant!  Eventually, the giant, bleeding from multiple pricks of the spear, becomes exhausted.  The warrior delivers the killing thrust, and the giant is slain! 
Malvol thoroughly enjoyed the battle!  He gains 5 FP!  The Bushes of Empowerment sprout berries!
3 workers begin research on Gigantic Housing, but decide to finish Gigantic Construction instead.  The tech is completed!
1 Food is fed to the Tame Cobras.

Cait Sith
2 pick up the crude spears to fish at J-1, and find 4 food.
Another 2 pick up crude spears to fish at K-1, and find 5 food.
1 worker researches Simple Spells and the tech is completed.
5 workers attempt to further their knowledge of Magic Theory.  1 point is put into Advanced Magic Theory before the research stalls because something is missing.  1 point is put into Writing, and another point is put into Early Philosophy.  2 workers are confused and do nothing.

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on June 05, 2018, 06:44:51 am
Orassan Empire

5 civilians forage B3 with crude tools and carry back their spoils with a bountiful basket
2 civilians research farming
1 civilian makes a crude spear
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 05, 2018, 07:08:46 am
((0cra, you got a gift this last turn that might help your current actions.))
Title: Re: Gridhood: Aspects of the Divine!
Post by: Oblivion2007 on June 05, 2018, 07:44:20 am
Ugh I was really hoping to get FP from that research. I was hoping to get 3FP from that so I could make a 10FP tile this turn but it looks like I'm still waiting.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on June 05, 2018, 08:04:42 am
((0cra, you got a gift this last turn that might help your current actions.))

okay, edited
Title: Re: Gridhood: Aspects of the Divine!
Post by: Oblivion2007 on June 05, 2018, 08:08:26 am
((0cra, you got a gift this last turn that might help your current actions.))

okay, edited
About your turn, maybe I'm confusing this with a different Gridhood but I don't think you can construct a tool and use it on the same turn. You definitely can't both construct and do a second action with one guy, constructing a tool uses his labor. Might want to change that icefishing dude.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on June 05, 2018, 08:15:16 am
((0cra, you got a gift this last turn that might help your current actions.))

okay, edited
About your turn, maybe I'm confusing this with a different Gridhood but I don't think you can construct a tool and use it on the same turn. You definitely can't both construct and do a second action with one guy, constructing a tool uses his labor. Might want to change that icefishing dude.

oh
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on June 05, 2018, 08:32:59 am
Blarg Spends 4FP to protect G7.
"Anybody hurt or kill my Zebras will get stabbed."
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 05, 2018, 08:51:25 am
Nagas, confused at realising he forgot to do anything yesterday, and not really remembering what his plans were supposed to be, upgrades H6 to a Snekky Swamp! Which is a swamp full of snakes, obviously. The snakes are friendly, but will still eat people. They just do it nicely.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Atomic Chicken on June 05, 2018, 08:55:40 am
((The Potato Pirates live on! Or rather, the one that got snatched by wolves a while back.))

The Xekarni
Spoiler: actions (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Oblivion2007 on June 05, 2018, 09:40:50 am
Cait Sith before you continue research can you turn some of your guys into Apprentices? It says that Apprentices research faster and also it might get me some FP as well. Once I hit 10FP I'll spend it on a tile near you.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 05, 2018, 09:52:07 am
>.> @ efficiency raising his popcap is actually the most efficient option. Popcap -> new workers (with boosted magic and give you FP). New worker - apprentice with boosted magic (giving you FP again), and then apprentice with boosted mag researches the enchantment he wants and casts it (giving you FP yet again)

So if you want his FP soonest, you should boost his popcap. Twill probly only cost 5 FP to give him more/better housing.

Mabel
no action
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on June 05, 2018, 10:48:25 am
The People
The champion worker and one regular worker finish researching Primitive Spearmaking
3 regular workers forage at I4 with 3 crude tools
3 regular workers forage at H4 with 1 crude tool
2 regular workers make 2 crude tools
Title: Re: Gridhood: Aspects of the Divine!
Post by: Oblivion2007 on June 05, 2018, 11:34:29 am
>.> @ efficiency raising his popcap is actually the most efficient option. Popcap -> new workers (with boosted magic and give you FP). New worker - apprentice with boosted magic (giving you FP again), and then apprentice with boosted mag researches the enchantment he wants and casts it (giving you FP yet again)

So if you want his FP soonest, you should boost his popcap. Twill probly only cost 5 FP to give him more/better housing.

Mabel
no action
You already improved Cait Sith's home tile, turning the people there into demihumans. I had assumed me replacing that tile would be considered a hostile act because it would stop you from getting FP from them. If you are fine with me replacing that tile than great!
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 05, 2018, 11:55:46 am
My main issue is that I only have 3 tiles I can forage on.

Cait Sith

2 workers grab crude spears and fish at J-1.
2 workers forage at J-1.
2 workers grab crude spears and fish at K-1.
2 workers forage at K-1.

2 workers will research .... a way to improve gathering range.
(Read as boosting our range that we can perform actions in by one tile, Cause we only have 3 tiles we can find things in right now.)
What would work here though...?......

4 workers research writing.

This is all I can do, since I have no idea how to boost my range without being able to boost my number of workers...
Which requires more food than I can sustain here without dedicating them all to diminishing returns.

My position may be great defensively, but being stuck with 3 tiles instead of five slows my growth. I'll need Basic Map-making if I want to get anywhere.

...Can someone give us a Compass?

Also, you could replace the tile to our south with a Meadow/Plain with a Large Lake.
Maybe add a magic effect to it like our current tile if you wanted.
But mostly to make finding reagents easier.

Meadow with a large Lake, with many Magical Plants

That should do for K-2. We can gather reagents there.

Meadow with Lake is the land, and Magical Plants is the Additive.


Optional: give K-1 many magical plants. No need to change the tile. Still would like it at K-2 though, Swampland isn't that good for fishing.. Wetland would be better there. But Blarg is currently teaching Zebras how to Civ.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 05, 2018, 12:09:42 pm
>.> @ efficiency raising his popcap is actually the most efficient option. Popcap -> new workers (with boosted magic and give you FP). New worker - apprentice with boosted magic (giving you FP again), and then apprentice with boosted mag researches the enchantment he wants and casts it (giving you FP yet again)

So if you want his FP soonest, you should boost his popcap. Twill probly only cost 5 FP to give him more/better housing.

Mabel
no action
You already improved Cait Sith's home tile, turning the people there into demihumans. I had assumed me replacing that tile would be considered a hostile act because it would stop you from getting FP from them. If you are fine with me replacing that tile than great!
Theres other options than targeting tiles.
Artifacts for example.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on June 05, 2018, 12:28:46 pm
Can I still join?
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 05, 2018, 12:34:42 pm
Needs a Starting Location Tile.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on June 05, 2018, 12:40:24 pm
Can I still join?
Spoiler (click to show/hide)

I believe so. Getting in as a god is easier because you don't really have to worry about technology. I suggest reconsidering your aspect, though. Glass is unlikely to be used until someone starts researching windows, and even then it's not a sure thing. Anyone here who knows what the uses for glass were in the Stone Age? Obsidian for spears might possibly count, but no one seems to be working on improved spears.

Needs a Starting Location Tile.

He's clearly playing as a god. How did you not notice that?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 05, 2018, 12:45:14 pm
Glass/obsidian was valued for sharp edges despite its brittleness, used in medical and ceremonial tools, arrowheads and speartips. Its a high-value material and a sign of wealth.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 05, 2018, 12:48:22 pm
Oops... My bad. Glass just sounds like a Civ thing to me. If he's a god, I expect Volcanoes of Everlasting Obsidian Production to start popping up.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on June 05, 2018, 04:48:10 pm
Ok ill redo it to
Name: Disci
Aspect: Discipline

Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 05, 2018, 06:08:43 pm
Jotun Oligarchy

The Jotun Oligarchy takes note of what happened. Apparantly there is some unknown warrior out there who thinks REALLY poorly of the Potato Pirates, to have such offensive imagery on display like that. Of greater concern is the technology that was available to this person. They seemed to have animal taming, spears, tattoos, combat training and the ability to travel long distances. This is highly disturbing news...

In the meantime, the Giants resolve to make the most of the unintentional sacrifice of the worker. They did NOT expect anyone like that to exist. At least Malvol was entertained though. Better to make an enemy of some mystery tribe than to make an enemy out of Malvol.

Having nearby Magical Mammoths as well as Vipers they have to keep fed now, the Jotun Oligarchy decide on their next research project.

Spoiler: Action Post (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 05, 2018, 06:42:42 pm
Dipnoi Republic
Thanks to Nagas and Blarg, we grow and become stronger. Patience my Lungfish kin! We are not yet worthy of Nagas, at least no until we will have understood the ways of the snakes.

Spoiler: Dipnoi Actions (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 05, 2018, 07:23:41 pm
Ok ill redo it to
Name: Disci
Aspect: Discipline
Welcome.

2 workers will research .... a way to improve gathering range.

Order is too vague.  Research something specific.

This game is kind of a puzzle where you try to determine the thinking of the GM.  You have to use your imagination and think of how a stone age tribe might increase their range.  If I was a player, I might think that moving faster and farther might increase range, and would try to research domestication of animals and horseback riding, or roadbuilding, or something like that.  Your guess might result in something unexpected happening, but that is part of the game.


Food stockpile started at 15.5 food.
Consumed 15 food.
1 food fed to snakes
Collected 24 food.
Food is currently 25
It should be 23.5. A possible explanation might be that the giant died before eating?
This forced me to look through past turns where workers died to see if they were consuming food.  I found that I have been inconsistent about this.  From now on, workers who die will not consume food on the turn they die.


Now, about those Bountiful Baskets.  I think I'm going to alter them to doubling food instead of tripling food, if that's all right with Mabel.  I'm thinking that 3X food is a bit too powerful for 5 FP.  2X food is still very good, especially when combined with Greenthumb workers.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 05, 2018, 07:26:49 pm
I can only hope to make an item that gives X2 food gathering myself. In Gridhood S2, Even the Stone Farming tools aren't quite THAT good. (Sort of close though actually. Its the best tool ever made hands down.)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 05, 2018, 07:31:06 pm
Okay.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 05, 2018, 08:22:48 pm
For the record, no animals would help in our situation. In order to increase our productivity, we need to be able to collect food effectively, at minimum labor.

And I wood(would) guess wind spells are locked behind a few blocks.

Using magic to help us in all walks of life is what I want to focus on. Since anyone can make tools, but magic is in our blood.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 06, 2018, 06:58:01 am
Turn 13 - The Stone Age
(https://i.imgur.com/BAabshr.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Godly actions of note:
Blarg spends 4 FP to put 2 points of protection on G7.
For 5 FP, Nagas changes the swamp at H6 to a Snekky Swamp.
Disci, god of Discipline arrives!  (Pick a color, Disci!)


Other Game Events:
The Zebras at G7 worship Blarg!  The Swamp god gains 3 FP!
Spudwolf is spotted in the distance running east through tile D3!

Civilization actions:

Orassan Empire
5 civilians forage for food at B3 with 5 crude tools and one Bountiful Basket (the basket affects only one worker at a time!) and find 17 food.  Workers report decreased efficiency from more than 3 workers foraging.
2 civilians research farming and the tech is completed.
1 civilian makes a crude spear.

The Xekarni
1 worker trains to become a spear warrior.
Goruk and 2 workers research raiding, and the tech is complete.
5 workers research poisonous plants and the tech is complete.

The People
The champion worker and one regular worker finish researching Primitive Spearmaking.
3 regular workers forage at I4 with 3 crude tools and find 9 food.
3 regular workers forage at H4 with 1 crude tool and find 9 food.
2 regular workers make 2 crude tools.

Cait Sith
2 workers grab crude spears and fish at J-1.  They find 6 food.
2 workers forage at J-1 and find 4 food.
2 workers grab crude spears and fish at K-1. They find 6 food.
4 workers research writing.

Jotun Oligarchy
2 workers, and 1 greenthumb with a Bountiful Basket harvest the Orchard at C4 and find 18 food.
3 workers forage for food at C3 and find 8 food.
3 workers begin research on Animal Husbandry.
1 New worker is made at the cost of 4 food.  Farsky gets 3 FP!  Mabel gets 2 FP!
1 Food is fed to the Tame Cobras.  Nagas gets 1 FP!

Dipnoi Republic
3 Workers hunt in H6 with 3 Blowdarts and find 7 food.
4 Workers upgrade 4 Primitive Houses into 4 Fine Mud Houses.  Amastay gets 2 FP!
3 Workers research Primitive Barricades and the tech is complete.
3 food spent to make 1 worker.
Fed 2 Food to the Tame Giant Anaconda.  Nagas gets 1 FP!

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 06, 2018, 07:02:55 am
Cait Sith
2 workers grab crude spears and fish at J-1. 
2 workers grab crude spears and fish at K-1.

4 workers research writing.

2 workers pray to Izzith.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on June 06, 2018, 07:45:30 am
If I might borrow a single fp from someone, I will gladly pay it back to you on the next turn.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on June 06, 2018, 07:47:00 am
Orassan Empire

3 workers forage B3 with 3 crude tools and 1 bountiful basket
2 workers use 2 crude tools to start working on a farm at B3
2 workers research Woodcutting
1 worker grabs a spear before fishing with it at B3
2 more civilians are also born (I can't keep things consistent for more than a few updates)
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on June 06, 2018, 07:54:57 am
But Blarg is currently teaching Zebras how to Civ.
"The Zebras are okay for now, I might have to teach them more later but right now they are at the same place as everyone else."
Meadow with a large Lake, with many Magical Plants
That should do for K-2. We can gather reagents there.
"I have heard your request and shall make it so."

Blarg creates a Meadow with a lake, with many magical plants at K2.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 06, 2018, 08:37:19 am
If I might borrow a single fp from someone, I will gladly pay it back to you on the next turn.
"What do you have in mind?"
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 06, 2018, 08:46:13 am
GM, do apprentices boost research? Other than magic I mean.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Oblivion2007 on June 06, 2018, 08:52:34 am
Edit: Pending
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on June 06, 2018, 09:57:57 am
If I might borrow a single fp from someone, I will gladly pay it back to you on the next turn.
"What do you have in mind?"

I'm at 14 fp. I need 15 to create my legendary magic weapon for my champion. It should be of interest to Malvol, Izzith, and Mabel in particular, but since I'm not asking for anything free anyone who is not spending 100% of their fp this turn might want to help out, just as a general diplomatic outreach. I would be very appreciative. :)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 06, 2018, 10:00:48 am
Nagas releases a herd of harmless egg-laying snakes which lay delicious, edible snek eggs (or "sneggs" to the hip) on E4. He expects this to cost either 3 or 5FP depending on whether being a food source counts as "kind of special". If it's only 3FP, he also releases some at J6 for the Dipnoi to have, but the Jotun apparently need food more right now, so they get priority. The Dipnoi are still my favourite on account of being slightly more snakelike, though!

Attached to one of the snakes (one at each tile if both end up receiving them) somehow is a note that reads: "I will not demand worship or even any particular display of gratitude for this gift, but if you drive these children of mine to extinction by overforaging I will personally see to your annihilation as a people."

Nagas then throws an FP at, uh, Amastay, right? Helmacon is Amastay, I think?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 06, 2018, 10:03:49 am
Mabel
Give 1 FP to Amastay.
no further action for this turn.
Civilization Application:
Name: The Merfolk council.
Aspect: Merpeople (ie. the race of mermen and mermaids.)
Starting Tile: F6

Do I get an action the turn I join or do I have to wait a turn?
nevermind that! Lets give this civ some more room! Add a coral sea at F7, and a DeepSea Trench at E7.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on June 06, 2018, 10:45:12 am
The People
Champion worker researches raiding
3 worker forage at H4 with 3 crude tools
4 workers research Gigantic Structures
2 workers make 2 crude spears
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 06, 2018, 01:21:14 pm
Dipnou are located in I6! :p The Xerkani are the only ones able to reach the sneky jungle.

Question Zazmio, would a Fine Mud Barricase cost 3 Mud or 2 Wood and 1 Mud?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on June 06, 2018, 01:37:37 pm
Disci, God of Discipline
Create a Savanna on J8 and K8.
Create a Desert on J9 and K9
Title: Re: Gridhood: Aspects of the Divine!
Post by: Atomic Chicken on June 06, 2018, 01:43:08 pm
The Xerkani are the only ones able to reach the sneky jungle.

((Goodness, indeed they are!))

The Xekarni
Spoiler: actions (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 06, 2018, 01:43:40 pm
Disci, God of Discipline
Create a Savanna on J8 and K8.
Create a Desert on J9 and K9
Pick a color please.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 06, 2018, 02:06:41 pm
Dipnoi Republic

Swamps'n Sneks?! All our praise to Nagas! The days of snekiness are coming closer! Snakes have been decided sacred, and we shall not hunt them purposefully!

Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on June 06, 2018, 02:26:31 pm
Hey jotun, what do you want me to do for you?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 06, 2018, 04:58:46 pm
Jotun Oligarchy

The Jotun Oligarchy realizes that Farsky is asking them for their opinion. They are doing alright for food all things considered, though food would never stop being a concern. The Giants also have some concerns that they may be lagging behind other civilizations technologically... The general consenses is that the Jotun Oligarchy is actually doing fairly well right now and that it may be ideal for Farsky to save his strength for a big action later. An alternative option may be to help improve upon the Jotun Oligarchy's housing ability so that they can further expand.

The Jotun Oligarchy decides to give some prayer to Izzith, as it seems outrageous that he wasn't getting any FP from the earlier zap.

Spoiler: Doublecheck (click to show/hide)
Spoiler: Action Post (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on June 06, 2018, 05:00:27 pm
I just had an idea, for later of course. A spawning pool, probably an interactive tile that makes new people for whoever controls it.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on June 06, 2018, 05:16:12 pm
Amastay, the god of construction pools his power (15 FP) and with the help of a friend he creates !*Rehield*!, a magical and wondrous war hammer. It's metal is a clear blue color like a running river, but it is harder than the heart of Malvol himself. It is engraved in lines inlaid with silver and the lines form different patterns from different angles. Despite being a hammer, the weapon shears through armor and flesh as well as any blade or spear, and it never wears or breaks.

He gifts this artifact to the champion living amongst "The people" and sends him a message.

"This is a mighty weapon and it will serve you well, but first you must prove that you are worthy to wield it. To the south at H5 there lives a great and terrible demi-human colossus. Take this weapon and strike it down, and you will prove yourself to be the most worthy champion of the whole world. Your name shall live forever if you succeed, but if you should fail you will be forgotten, and I will find another to wield the hammer in your place."
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on June 06, 2018, 05:20:10 pm
Farsky grins
Great a challenger approaches. But seriously, that is cheating. Kill it the normal way please, magic is kind of cheating.
I spend 5 fp to give the demihuman colossus a sword, the sword is large enough for the colossus to wield it normally but otherwise not special. It is kind of dull and made of stone.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 06, 2018, 07:05:44 pm
The Jotun Oligarchy decides to give some prayer to Izzith, as it seems outrageous that he wasn't getting any FP from the earlier zap
Oblivion2007 worded it like this:
Quote
Izzith decides to Zap one of the Jorun Oligarchy's civilians giving them the magical ability to speed the growth of plants.
Giving a worker a "magical" ability isn't exactly the same as making the worker magical.  I was considering "magical ability" to be fluff text.  I didn't even realize that he was trying to buff the worker while also making the worker trigger his aspect.  Though, I suppose I should have realized that.

In the future, if you want to make workers that trigger your aspect, you probably should make it real obvious.  Izzith could have made the worker greenthumb and inherently magical.  Then the worker would trigger his aspect (probably...).  That would have cost 6 FP, though; 3 FP for greenthumb and 3 FP for magical, because being magical is useful.

I don't know... maybe I should allow it for 3 FP.  Then Izzith could call everything he makes "magical" and have it trigger his aspect, kind of like if Nagas calls everything "snake".  The thing is, being inherently magical is a real thing in this game, and it's more useful than being snake-like.  So, now you maybe kind of see the difficulty in balancing this.

Anyway, feedback on aspect triggering is appreciated.  I'm not sure if how I'm currently doing it is the best way.  Should Blarg get FP every time someone forages in a swamp?  I don't know for sure.  I was thinking that if someone keeps getting FP the same way every turn, that there would eventually be diminishing returns.  The point of that is to encourage imagination and thinking outside the box, instead of spamming the same thing throughout the game.  Should Izzith get FP when someone researches a magical tech?  If so, does that mean that Amastay should get FP when someone researches some kind of construction?  I haven't been giving out FP for researching, but maybe I should.  Maybe I should be giving out more FP in general than I have been.

Quote from: Nakéen
Question Zazmio, would a Fine Mud Barricase cost 3 Mud or 2 Wood and 1 Mud?
You can make mud versions of constructions, which means you could substitute "wood" with "mud", making a Mud Barricade only cost labor and no wood.  You don't have to forage for mud; mud is freely available in muddy tiles.

Quote from: TricMagic
GM, do apprentices boost research? Other than magic I mean.
Apprentices research everything like a vanilla worker.  Though, thank you for pointing something out!  I need to make it so only spellcasters can research spells.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 06, 2018, 07:11:48 pm
If you want to encourage diversification, I would suggest allowing things the first time it is done. Maybe put a little icon next to those "Original" things to indicate that it was the original thing of its kind? That would let people know that doing the exact same thing wouldn't work as well a second time.

Or something.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nirur Torir on June 06, 2018, 07:20:34 pm
Anyway, feedback on aspect triggering is appreciated.
It's too late for that. This game has now a game about wishing for more wishes for a while now.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 06, 2018, 07:28:54 pm
Oho! This changes everything! Editing my action.

Dipnoi Republic

Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 06, 2018, 07:57:02 pm
Anyway, feedback on aspect triggering is appreciated.
It's too late for that. This game has now a game about wishing for more wishes for a while now.
Don't understand what you mean.  Wishing for more wishes?
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on June 06, 2018, 08:10:13 pm
Anyway, feedback on aspect triggering is appreciated.
It's too late for that. This game has now a game about wishing for more wishes for a while now.
Don't understand what you mean.  Wishing for more wishes?
So what he means is that you can take actions using FP now that earn you FP back. In my opinion so long as the amount of FP you get stays lower than the cost this should work but if it goes over you could get a runaway positive feedback loop. Which is not good and leads to imbalance, thankfully you as the gm can just reduce the amount of FP they get as this goes on, until they earn 0 FP for most things.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nirur Torir on June 06, 2018, 08:24:21 pm
To pick on Mabel, take that Demihuman forest. All the modifier does is make demihumans, and all they really do, mechanics-wise, is give Mabel more FP.

Or take the talking zebras, created with FP and giving more FP in worship. But then, I suppose there's an in-game way to deal with that, and it's in my god's sphere. Maybe.

Malvol break's the protection at G7, and creates a pride of lions there, hungry for the slaughter of zebras.
Except he changes his mind, and creates a group of aggressive swamp pygmies on H7.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 06, 2018, 09:27:05 pm
Dipnou are located in I6! :p The Xerkani are the only ones able to reach the sneky jungle.
Oh right. I knew that before, but got your colours confused some time in between! I moved the placement.
Title: Re: Gridhood: Aspects of the Divine!
Post by: High tyrol on June 06, 2018, 10:19:30 pm
Civilization Application:
Name: The Merfolk council.
Aspect: Merpeople (ie. the race of mermen and mermaids.)
Starting Tile: F6

Actions:
Spoiler (click to show/hide)

Do I get an action the turn I join or do I have to wait a turn?


Edit: I discovered the answer on my own based on the behavior on pages two and three.I am now adding my actions to this post.



P.S. does anyone know how you give a name to a spoiler in its title proper?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 06, 2018, 11:02:16 pm
Action edited due to above poster's civ's arrival.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Oblivion2007 on June 07, 2018, 12:28:49 am
Quote
Giving a worker a "magical" ability isn't exactly the same as making the worker magical.  I was considering "magical ability" to be fluff text.  I didn't even realize that he was trying to buff the worker while also making the worker trigger his aspect.  Though, I suppose I should have realized that.

This makes no sense to me. How in the world does Greenthumb even work if not by magic? I mean there should be a difference between having a magical ability and being inherently magical, because being inherently magical buffs all magic. A magical ability should basically be like being able to cast ONE spell innately with no reagent cost but no others. I was expecting to get FP from the worker using that magical ability (essentially 'casting that spell') which would then be subject to diminishing returns but ultimately pay for itself at the very least.

I'm seriously not getting how this was misinterpreted so drastically. And about research:

On turn 7 in the Dipnoi Republic
2 Workers research Blowdarts at I6.  Blarg is amused, and gains 1 FP!

I think this is where the confusion about research comes from. Looking again I guess this is from research being done in the swamp rather than researching blowdarts. In that case I'd like to question why I never got any FP for activity done in K1 despite it being a magical forest.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 07, 2018, 01:33:26 am
I kinda like how aspect triggering works currently, though overall, I think FP gain should occur when something eventful or clearly worship-oriented happens. Using an "eventful occurence" as a guiding thread, I think spammable actions will naturally yield less and less FP as those become less "eventful" the more they happen.

Following this train of thought, I think completing research related to a god's aspect should give FP as it is quite an event. Doing an action for the first time in the game or/and in a tile should probably give some FP. Though on the matter of Foraging, I don't think it should yield any FP at this point, as it has become a very common action. Something novel like building a swamp farm or a new settlement would generate FP for instance.

You can even throw some dice if you aren't sure, I personally like some hint of randomness.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on June 07, 2018, 03:36:57 am
I have no problem with any event granting FP so long as that amount decreases and eventually vanishes with repetition.

After all, the text is "X is intrigued". You can only maintain active intrest of something being in your swamp for so long before it just becomes meh. At that point, it should no longer give FP.

I do not think FP ought to be awarded on research, because that seems like it would be rather unbalanced. Theres only so much snake research to go around, but building research could go on for a very long time. The FP ought to come from actually interacting in novel ways with snakes, or building novel buildings. That's a much more balanced approach in my opinion.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on June 07, 2018, 03:54:12 am
I'm okay with how the aspect related FP is given out.

Malvol break's the protection at G7, and creates a pride of lions there, hungry for the slaughter of zebras.
"I have done noting to you to warrant you killing my people, if you go threw with this I'll kill the civ that likes you."
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 07, 2018, 04:17:06 am
So what he means is that you can take actions using FP now that earn you FP back. In my opinion so long as the amount of FP you get stays lower than the cost this should work but if it goes over you could get a runaway positive feedback loop. Which is not good and leads to imbalance, thankfully you as the gm can just reduce the amount of FP they get as this goes on, until they earn 0 FP for most things.
Well, if gods get less FP back than they put into something, one might wonder why they would bother.

I came up with the idea of aspects because I wanted a way for gods to get some FP without having to rely on worshipping so much.  In a "normal" Gridhood, if the civs aren't worshipping much, then the gods will often spend turn after turn doing nothing.  In a way, the civs have the gods by the balls in "normal" Gridhood.  If the civs don't like you, you're screwed; you'll most likely have a pretty boring game.

It occurred to me that a feedback loop might happen, too.  I thought that, at some point, there might be so much FP and stuff around that the game becomes unplayable.  Or all the civs get destroyed, or something like that.  This game is experimental.  It could be that this aspect thing results in a broken game.  If so, my apologies.  Hopefully everyone has fun anyway, if that turns out to be true.

To pick on Mabel, take that Demihuman forest. All the modifier does is make demihumans, and all they really do, mechanics-wise, is give Mabel more FP.
What Mabel has done is what I expected gods to do in this game; that is, manipulate the game into triggering their aspect so they get more FP.  To be fair, I don't think it was only about triggering her aspect; we have 2 civs who want to be cat-like, and Mabel was trying to help them out with that, I think.

As for Blarg's Zebras:  I think Blarg's player was just being whimsical.  I don't know if he expected to get FP back doing what he did.  I thought it would be funny if the Zebras starting worshipping him after all that, so I made that happen.  He has spent a lot of FP on the Zebras, the tile, and the protection, much more than he has gotten back, so I'm not sure if there is anything unbalanced going on there.

Quote
Giving a worker a "magical" ability isn't exactly the same as making the worker magical.  I was considering "magical ability" to be fluff text.  I didn't even realize that he was trying to buff the worker while also making the worker trigger his aspect.  Though, I suppose I should have realized that.

This makes no sense to me. How in the world does Greenthumb even work if not by magic? I mean there should be a difference between having a magical ability and being inherently magical, because being inherently magical buffs all magic. A magical ability should basically be like being able to cast ONE spell innately with no reagent cost but no others. I was expecting to get FP from the worker using that magical ability (essentially 'casting that spell') which would then be subject to diminishing returns but ultimately pay for itself at the very least.

I'm seriously not getting how this was misinterpreted so drastically. And about research:

On turn 7 in the Dipnoi Republic
2 Workers research Blowdarts at I6.  Blarg is amused, and gains 1 FP!

I think this is where the confusion about research comes from. Looking again I guess this is from research being done in the swamp rather than researching blowdarts. In that case I'd like to question why I never got any FP for activity done in K1 despite it being a magical forest.
Is the Xekarni's worker who was zapped by Malvol into a spear warrior also magical?  Is The People's Champion magical?  Are their abilities magical?  Maybe the process that made them that way was magical, but that doesn't necessarily mean that they and their abilities are magical.  I could see how the Greenthumb's ability could simply be knowledge that was imparted "magically" but now neither the ability nor the worker are magical.  Maybe that doesn't really make sense, but we're talking about a fantasy world, and not much does.

Look at it this way:  I have been charging extra FP when gods add properties to workers or whatever that trigger their aspect.  When Mabel made a tile that makes workers both magical and demihuman, she had to pay extra to have the "demihuman" part mean something.  It could have been just flavor text that didn't trigger her aspect, and it would have been cheaper.  If, for example, Nagas wanted to make an artifact that makes someone stronger, he couldn't call it "snake strength" or something and expect it to trigger his aspect.  Not without paying extra for the "snake" part, anyway.

The research example you gave was for an action taking place in a swamp.  Dipnoi Republic was blatantly gaming the system by putting the swamp tile coords in the research action when you don't have to.  I thought that was kind of funny, so I gave Blarg 1 FP.  It was just that one time.  I rewarded system gaming, my apologies.  And I should have given Izzith FP when actions took place on the magical tile.

For some reason, I haven't been having research trigger aspects.  I suppose there's not a good reason for that.  It will mean another aspect of the game that I have to keep a sharp eye on, but that's fine.  So let's say, from now on, that completed researches might trigger aspects.  And I'll give Izzith 10 more FP for past magical researches.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 07, 2018, 04:26:50 am
I have no problem with any event granting FP so long as that amount decreases and eventually vanishes with repetition.

After all, the text is "X is intrigued". You can only maintain active intrest of something being in your swamp for so long before it just becomes meh. At that point, it should no longer give FP.

I do not think FP ought to be awarded on research, because that seems like it would be rather unbalanced. Theres only so much snake research to go around, but building research could go on for a very long time. The FP ought to come from actually interacting in novel ways with snakes, or building novel buildings. That's a much more balanced approach in my opinion.
I suppose that might have been part of the reason why I was not giving out FP for research.

However, I think I will have it do so now, sometimes.  "For balance reason" does not seem like as a good reason to not do it, now.  Aspects are pretty much unbalanced; some are clearly better than others.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on June 07, 2018, 04:30:50 am
As for Blarg's Zebras:  I think Blarg's player was just being whimsical.  I don't know if he expected to get FP back doing what he did.  I thought it would be funny if the Zebras starting worshipping him after all that, so I made that happen.  He has spent a lot of FP on the Zebras, the tile, and the protection, much more than he has gotten back, so I'm not sure if there is anything unbalanced going on there.
I only did it because I couldn't think of any thing else to do at the moment then I decided to try and make them a civ and spent all of my FP on them, I basicly  got way less coming out then I put into it.

Also I'm going to change my action to try and save my Zebras.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Oblivion2007 on June 07, 2018, 04:41:58 am
Izzith spends 10FP creating the Arcanum Botanica at K1

The Arcanum Botanica is an artifact spellbook that contains spells for manipulating, harvesting, and growing plants.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Oblivion2007 on June 07, 2018, 04:46:42 am
Also I'm going to change my action to try and save my Zebras.
I thought there were rules against this, IE if you post an action and then someone else posts an action you can't go back and edit your action with the explicit purpose of interfering with other player's actions. Maybe it was in a different Gridhood thread but I could have sworn this was against the rules.

Otherwise we would have massive chains of people constantly editing their actions to one up eachother, or people would wait until the last second to post their plans in the hope of sneaking their action in.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on June 07, 2018, 04:56:40 am
I just looked at the rules and it doesn't say anything about not being able to do that, all I did was swap from changing a tile to trying to add more protection to the tile with the Zebras.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Atomic Chicken on June 07, 2018, 04:58:04 am
Also I'm going to change my action to try and save my Zebras.
I thought there were rules against this, IE if you post an action and then someone else posts an action you can't go back and edit your action with the explicit purpose of interfering with other player's actions. Maybe it was in a different Gridhood thread but I could have sworn this was against the rules.

Otherwise we would have massive chains of people constantly editing their actions to one up eachother, or people would wait until the last second to post their plans in the hope of sneaking their action in.

It also breaks immersion and makes the storytelling aspect of this game feel cheap. Blarg shouldn't be capable of discerning Malvol's intentions prior to the action unless they are announced explicitely.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 07, 2018, 04:59:32 am
Also I'm going to change my action to try and save my Zebras.
I thought there were rules against this, IE if you post an action and then someone else posts an action you can't go back and edit your action with the explicit purpose of interfering with other player's actions. Maybe it was in a different Gridhood thread but I could have sworn this was against the rules.

Otherwise we would have massive chains of people constantly editing their actions to one up eachother, or people would wait until the last second to post their plans in the hope of sneaking their action in.
Yes, good point.  No editing of actions to counter what someone does.

Now, if it's all right with you guys, I think I'm going to take a break this morning.  I'll do the turn sometime around late thursday/early friday.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 07, 2018, 05:03:28 am
In contrast, I don't think there should be a rule against it. For one thing, gods appear to be omniscient - it is already perfectly legitimate for you to make your action in the first place in specific response to something a civ or god does the same turn if the post happened before yours, so why should it make a difference if you're making a second one? - and for another, there already is a generally understood rule (which is I believe what Oblivion mistook for applying in this case) that things happen in chronological rather than post order, so that you can't preëmpt another player by editing more into an earlier post. That rule alone should be adequate. And, well, we haven't had "massive chains of people constantly editing their actions to one up each other", and I can't imagine that anyone would be seriously willing to invest the effort to do so. So let's err on the side of permissiveness until there is evidence that a rule is actually necessary, okay?
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on June 07, 2018, 05:24:24 am
So what if I make a new action and say screw the old one, would that make every one happy?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 07, 2018, 07:23:45 am
Things do not happen until they appear in a turn update.  Thus, it is impossible for new civilizations to appear on the first turn, as there is no land.  For conflicting actions on the same turn, such as two gods creating land on the same tile, the first action posted takes precedence. FP spent on actions that conflict with another is still used.

Its too late to protect the Zebras this turn. Things do not happen until they appear on the turn update so the protection wouldn't be added until after the Lions do their thing. Not only would protecting them now not work anyway, but you would waste your FP too because another god interacted with the tile before you.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 07, 2018, 07:53:22 am
Just like how I can't preemptively build houses on K2.

Also, welcome the Merfolk!
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on June 07, 2018, 10:40:51 am
I undid the change sense it won't matter anyway, so you get your pond with magic plants.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nirur Torir on June 07, 2018, 01:43:45 pm
I changed my mind. I'll go for a land invasion instead of just dropping lions in the zebras.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 08, 2018, 03:48:00 am
Turn 14 - The Stone Age
(https://i.imgur.com/U4gF2hb.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Godly actions of note:

Blarg replaces the swamp at K2 with a meadow with a lake and magical plants for 5 FP.
Nagas creates abundant egg-laying harmless snakes at E4 for 5 FP.  Then Nagas gives 1 FP to Amastay.
Mabel gives 1 FP to Amastay.  Then Mabel creates a coral sea at F7, and a deep sea trench at E7.  (They're oceans on the map.)
Disci creates savannahs at J8 and at K8, and deserts at J9 and at K9.
Amastay forges !*Rehield*!, a very powerful artifact war hammer, for 15 FP!  It appears at the feet of the Champion of The People at H4!
For 5 FP, Farsky equips the demihuman colossus at H5 with a giant stone sword!
For 5 FP, Malvol creates aggressive swamp pygmies at H7.
For 10 FP, Izzith creates the powerful artifact spellbook Arcanum Botanica and places it at K1!

Other Game Events:
The Zebras at G7 worship Blarg!  The Swamp god gains 2 FP!
Spudwolf, the enigmatic tattooed warrior, swims across the ocean at G4, and moves into the mountains at H3!

Civilization actions:

Cait Sith
2 workers grab crude spears and fish at J-1.  They get 5 food.
2 workers grab crude spears and fish at K-1.  They get 5 food.  Izzith gets 1 FP!
4 workers research writing, and the tech is complete!
2 workers pray to Izzith.
An artifact spellbook has appeared in your home tile!  You must research the book with a spellcaster to learn of its secrets!

Orassan Empire
3 workers forage B3 with 3 crude tools and 1 bountiful basket and find 11 food.
2 workers use 2 crude tools to start working on a farm at B3.
2 workers research Woodcutting.
1 worker grabs a spear before fishing with it at B3 and finds 4 food.
6 food is spent to create 2 workers.  The workers morph into demihumans!  Mabel gets 4 FP!

The People
Champion worker researches raiding.
3 worker forage at H4 with 3 crude tools and find 7 food.
4 workers attempt to research Gigantic Structures.  1 point is allocated, but the tech stalls, because something is missing.  1 worker researches Wonder Construction instead, one researches Woodcutting, and the last worker takes a nap.
2 workers make 2 crude spears.

The Xekarni
Goruk, his fellow spear warrior and 1 worker hunt at J4 with 3 crude spears.  They find 10 food!  They are attacked by anacondas, and they slaughter them!  Malvol gets 2 FP!  Goruk, the spear warrior, and the worker become slightly snake-like in appearance!  Nagas gets 2 FP!
3 workers forage for food at J4 and find 6 food.  The 3 workers become slightly snake-like in appearance!  Nagas gets 1 FP!
1 worker poisons a spear.
1 worker forages for reagents at I5 and finds 1 reagent.
1 worker trains to become a spear warrior.  Disci, god of Discipline, gains 2 FP!

Dipnoi Republic
3 Workers hunt in I7 using 3 Blowdarts and find 5 food.
3 Workers forage for Food in H7 and find 8 food.
3 Workers attempt to gather Wood in J7 but are not yet able to cut down trees.  (and wood is not yet necessary because of Mud Construction!) They forage for food instead, and find 6 food.
2 Workers make 2 Blowdarts.
2 Food is fed to the Tame Giant Anaconda.  Nagas gets 1 FP!

Jotun Oligarchy
2 workers using no tools and 1 Greenthumb using the artifact "Bountiful Basket" harvest the Orchard at C4 and find 18 food.
2 workers work on upgrading Primitive Buildings into Giant Primitive Buildings at D4.  3 primitive houses are upgraded.  Amastay gets 2 FP!
1 worker prays to Izzith.
4 workers research on Animal Husbandry.
4 food is spent to create 1 worker.  Farsky gets 2 FP!  Mabel gets 1 FP!
1 Food is fed to the Tame Cobras.  Nagas gets 1 FP!

The Merfolk Council emerges at F6!  (pick a color)  Mabel gets 3 FP!
2 workers forage for food at F6 and find 3 food.
2 workers forage/gather at E6 and find 4 food.
1 worker prays to Mabel.

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 08, 2018, 04:42:30 am
Ack! My edited action got missed :s I knew I should have erased the first post.

Dipnoi Republic
New neighbors on our swamps? This is worrying news, especially while we are still weak!

Spoiler: Action (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on June 08, 2018, 05:26:51 am
Amastay Gives 1 fp to mabel, and 1 fp to nagas.

Title: Re: Gridhood: Aspects of the Divine!
Post by: SabbaticGoat on June 08, 2018, 06:52:09 am
Is it too late to join in on this?
If not:
Holo, goddess of the harvest.

Place plains at D2.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 08, 2018, 07:16:33 am
Mabel
Make an artifact at F6, "masterful fishing net."
The user of this net is able to fish with it as well as a master,
And it is itself a high-quality fishing tool. No special benefit if used for other tasks.

Title: Re: Gridhood: Aspects of the Divine!
Post by: Oblivion2007 on June 08, 2018, 07:38:39 am
Izzith creates a Verdant Magical Forest at I4. It contains many useful magical herbs and the trees are made of magical wood.
Title: Re: Gridhood: Aspects of the Divine!
Post by: High tyrol on June 08, 2018, 08:06:46 am
The Merfolk Council.
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 08, 2018, 08:53:19 am
Nice color.

Cait Sith

Praise be to our patrons!

4 workers become apprentices.
2 workers will pick up their spears and fish at J-1
2 more pick up their spears to fish at K-1
2 workers research early philosophy.

Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on June 08, 2018, 09:05:44 am
Disci, Goddes of Discipline
Zap a Cait Sith worker with discipline at K1 for 2fp
Create an ocean at g8
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on June 08, 2018, 09:54:17 am
The People
3 workers research Woodcutting
2 workers research Wonder Construction
2 workers make 2 crude spears
2 workers hunt at H4 with 2 crude spears
Champion worker takes !*Rehield*! and goes to fight the demihuman colossus at H5
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on June 08, 2018, 11:10:33 am
Orassan Empire
3 workers forage B3 with 3 crude tools and 1 bountiful basket
2 workers use 2 crude tools to continue working on a farm at B3.
2 workers research Woodcutting.
2 workers make primitive spears
1 worker grabs a spear before fishing with it at B3
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on June 08, 2018, 03:38:20 pm
"What the hell are Pygmies?"
Blarg wonders around G7 with the Zebras and sees what they're up to while he waits for more FP.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 08, 2018, 04:14:04 pm
Nice color.

Cait Sith

Praise be to our patrons! But now we must grow.

3 workers create Primitive Housing at J-1.
These 3 will move into them at the end of the turn if possible.
2 workers will pick up their spears and fish at J-1
2 more pick up their spears to fish at K-1
3 workers research Herbalism.

Up to 3 new workers will be born at K-1, depending on how many open houses there are at K-1.
The technology to make new settlements does not yet exist, and most likely won't for a while.  Most likely you'll have to increase housing capacity somehow to grow.

Disci, Goddes of Discipline
Zap a Cait Sith worker with discipline at K1 for 2fp
Create an ocean at g8

Zap costs 3 FP.

Is it too late to join in on this?
If not:
Holo, goddess of the harvest.

Place plains at D2.
Welcome.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 08, 2018, 04:42:19 pm
Jotun Oligarchy

The Jotun Oligarchy considers their options for food gathering. E4 seems like a promising location for two reasons. The snakes at the tile would be beneficial, but what really drew the Giant's attention was the fact that the cause of the Potato Pirate's annihilation was not starvation. This meant there might still be a stockpile of food on the tile!

Spoiler: Doublecheck (click to show/hide)
Spoiler: Action Post (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 08, 2018, 06:13:28 pm
Disci, why not make one of our fishers a Fisherman?

Those same 4 have been fishing for a while.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on June 08, 2018, 06:56:19 pm
Disci, Goddes of Discipline
Zap a Cait Sith to become a disciplined writer
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 08, 2018, 07:21:14 pm
Why.... we need workers, not writers. That all depends on who gets zapped anyway..

 Are you zapping one of my soon to be Apprentices, cause that would be useful for making spellbooks.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 08, 2018, 07:34:39 pm
Disci, Goddes of Discipline
Zap a Cait Sith to become a disciplined writer
Since you are new to the game, I will help you out a little here.

I have been charging extra when 2 or more effects are added to something.  In this case, the zap would cost 6, because you are making it both 'disciplined' and 'writer'.  Unless 'writer' is just flavor that does nothing, then it would cost 3.

Also, I haven't been giving out FP when workers with properties related to Aspects perform actions.  For example, Mabel hasn't been getting FP when demihumans perform most actions, and Izzith hasn't been getting FP when magical workers perform most actions.  Maybe if the worker becomes involved in combat you'll get FP, but it seems unlikely that you'll get much FP back doing this, if that is your intent.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 08, 2018, 07:41:40 pm
Why.... we need workers, not writers. That all depends on who gets zapped anyway..

 Are you zapping one of my soon to be Apprentices, cause that would be useful for making spellbooks.
The target of a Zap is always random.  However, I now realize that I need to make a slight rule change:

Healing Zaps:  A Healing Zap costs 2 FP.  Unlike other Zaps, you can specify which worker to heal.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 08, 2018, 07:43:26 pm
Question: Can a zap target a specific tile. For example, if only one worker is on a single tile, could that worker be specified as a target with any zap?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 08, 2018, 07:52:26 pm
Question: Can a zap target a specific tile. For example, if only one worker is on a single tile, could that worker be specified as a target with any zap?
I'll have to say no.  You target a civ, not a specific worker or tile.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 08, 2018, 07:56:07 pm
Got it. So if Civilization X has 5 workers on tile A1 and five workers on tile C1, and Civilization Y has one worker on tile B1, then you can accurately zap the workers at B1, but still have a 50% chance to get the wrong tile if you try to zap at A1 or C1, skipping over the entire B1 tile with no chance of hitting that. Good to know.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 08, 2018, 08:04:01 pm
Got it. So if Civilization X has 5 workers on tile A1 and five workers on tile C1, and Civilization Y has one worker on tile B1, then you can accurately zap the workers at B1, but still have a 50% chance to get the wrong tile if you try to zap at A1 or C1, skipping over the entire B1 tile with no chance of hitting that. Good to know.
Yeah, a simpler way to put it is the tiles where the workers are are irrelevant.  It targets a random worker of the civ; that worker could be anywhere.

edit: In your example, the only way you could be 100% certain of zapping Civ Y's worker at B1 would be if that was Civ Y's only worker.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on June 08, 2018, 08:35:23 pm
Disci, Goddes of Discipline
Zap a Cait Sith to become a writer
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 08, 2018, 09:04:49 pm
Nagas finds it amusing to upgrade F6 into the Sea of Serpents, a section of ocean where sealife born there becomes oddly serpentine. In the case of merpeople, this makes them basically like aquatic naga or lamiae, which is clearly the superior kind of merperson anyway.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Atomic Chicken on June 09, 2018, 03:49:16 am
((I believe I should have 4 "slightly snake-like" workers. You forgot about the one that went hunting with the warriors.))

The Xekarni
Spoiler: actions (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 09, 2018, 04:05:24 am
((I believe I should have 4 "slightly snake-like" workers. You forgot about the one that went hunting with the warriors.))

Fixed.  Thanks.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 09, 2018, 05:25:55 am
Turn 15 - The Stone Age - Year of the Dragon - Arena Mode!

Game Events:
The Dragon of the Underworld is snoring, causing the earth to shake underfoot!

The Champion Warrior of The People is doing battle with the Demihuman Colossus, putting the game in Arena Mode!

------
New Rule!  Arena Mode!
Arena Mode might begin when two very powerful opponents enter battle.  In this mode, the gods can place FP bets on the side they think will be victorious in battle.

The participants, if they want, can write a short description of tactics they use, or clever tricks they want to try, something like that.  Then message it to me.

Meanwhile, the gods can place wagers on their favorite side.  If the GM judges the two sides to be equal, he'll pay out 1 FP for every 1 FP bet, on both sides.  (a 1:1 payout)  If the GM judges the two sides to be unequal, he'll increase the payout on the weaker side, and reduce it on the stronger side.

Then the gods can cheat!  Each god can spend 1, 2, or 3 FP to influence the battle in favor of their favorite, if they want.
-- 1 point gives you a minor influence on the battle, which should be something like sudden gust of wind knocking someone off balance, or creating dog shit underfoot, causing someone to slip at the wrong moment, etc..  Something minor and not real obvious.
-- 2 points gives you a medium influence.  Something more obvious, such as a sudden hailstorm pelting a side with hailstones, or a fair maiden on a white horse appearing and distracting at just the right moment.
-- 3 points gives you a major influence.  This is something blatantly divine, such as a godly fist coming down from the heavens and grabbing someone's sword arm just as they're about to deliver the killing blow.
-- Battle influences can't be anything harmful and can't permanently change the fighters.
-- Cheating in this way is done by messaging the GM, not in thread.

The GM will use all these influences, as well as the power of each opponent, to determine the outcome of the battle.  Then the GM will describe the battle, and finish resolving the turn.

Obviously, in order to bet on the match, you must have FP.  You can't bet more FP than you have.  You can only cheat with FP left over after betting.  The FP you can use to bet and cheat is the FP total you have at the beginning of the turn, before any actions have taken place.  Thus, if you bet and lose, it's possible you won't have enough FP to perform the actions you wanted to do.
-----

For this battle, we have The Champion of the People, wielding the mighty warhammer !*Rehield*!, against the Demihuman Colossus, wielding a giant stone sword.  They're fighting in the wide open plains of tile H5.  Earthquakes caused by the Year of the Dragon might influence this battle!

The GM determines that the Colossus is a slight underdog.  The payout for betting on the Champion will be 0.8 FP per 1 FP bet, or a gain of 8 if 10 is wagered.  The payout for betting on the Colossus will be 1.2 FP per 1 FP bet, or a gain of 12 if 10 is wagered.

Current god FP totals:
Nagas (Snakes): 7 FP
Amastay (Construction): 4 FP
Blarg (Swamps): 3 FP
Mabel (Demihumans): 11 FP
Malvol (Slaughter): 10 FP
Farsky (Titans): 6 FP
Izzith (Magic): 13 FP
Disci (Discipline): 3 FP


As you can see, we're trying something a little different.  Hopefully everything is clear.  Feel free to ask questions if not.
The battle lasts only 1 round.
Oh, and one more thing -- As of this post, you cannot alter your actions for the turn!  The rest of the turn will be concluded after the battle!
Title: Re: Gridhood: Aspects of the Divine!
Post by: Oblivion2007 on June 09, 2018, 06:25:51 am
I don't think this is a good idea, it holds the game up for everyone in an event that only a few can really participate in.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on June 09, 2018, 06:43:46 am
I don't think this is a good idea, it holds the game up for everyone in an event that only a few can really participate in.
I like it, I think its innovative and adds some thing new to the game.

Blarg bets 1FP on the demihuman colossus.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Oblivion2007 on June 09, 2018, 07:11:36 am
I don't think this is a good idea, it holds the game up for everyone in an event that only a few can really participate in.
I like it, I think its innovative and adds some thing new to the game.

Blarg bets 1FP on the demihuman colossus.
Says you as a god, Civilization players can do nothing but twiddle their thumbs.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 09, 2018, 07:13:24 am
To be fair, the GM updates this game near daily.

Their's only been a single time I've been playing that's taken 2 days.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 09, 2018, 07:18:05 am
Nagas bets two FP on the colossus.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on June 09, 2018, 07:27:28 am
Gilbert, leader of the Orassans, bets $200 on the Champion.
Title: Re: Gridhood: Aspects of the Divine!
Post by: SabbaticGoat on June 09, 2018, 07:37:38 am
Current god FP totals:
Nagas (Snakes): 7 FP
Amastay (Construction): 4 FP
Blarg (Swamps): 3 FP
Mabel (Demihumans): 11 FP
Malvol (Slaughter): 10 FP
Farsky (Titans): 6 FP
Izzith (Magic): 13 FP
Disci (Discipline): 3 FP

Where am I? :(
Should be Holo (Harvest) with 2 FP (or 3 since technically I haven't created that plot of land yet), unless since I joined this round I don't get to bet?
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on June 09, 2018, 08:00:19 am
I don't think this is a good idea, it holds the game up for everyone in an event that only a few can really participate in.
I like it, I think its innovative and adds some thing new to the game.

Blarg bets 1FP on the demihuman colossus.
Says you as a god, Civilization players can do nothing but twiddle their thumbs.
I play as a god in the other gridhood and I end up just sitting there for a long time, so I like the change of passe, and the random events this one has.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 09, 2018, 08:04:28 am
Should I be surprised  recognize that...


Any actions of that turn can't be changed at the moment. That and you technically don't exist yet.


Civs can't found a civ on a tile that has yet to be made for example.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 09, 2018, 08:16:40 am
No bet
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on June 09, 2018, 08:40:22 am
I hope the Champion Wins as it would prove that he is a disciplined warrior
Title: Re: Gridhood: Aspects of the Divine!
Post by: Atomic Chicken on June 09, 2018, 09:16:26 am
I hope the Champion Wins as it would prove that he is a disciplined warrior

Any chance of convincing you to invest in my tribe? Disciplined warriors are the Xekarni's main export!

Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on June 09, 2018, 09:47:17 am
Perhaps if you prove to me, with an act of great discipline, what you are capable of.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 09, 2018, 01:21:54 pm
Could we maybe also get some kind of event for other civilizations? I'm kinda bummed out about not having an update here after I updated my game. I'm kind of spoiled like that.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on June 09, 2018, 01:44:33 pm
Oops
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 09, 2018, 04:29:16 pm
Holo can bet if she wants.  You have 3 FP.

I thought the civs might be kind of disappointed.  This will probably be an occasional kind of thing.  If currency ever becomes a thing, I'll allow civ betting.

If this turns out to be unpopular, I won't do it in the future.  I just wanted to see something like you see in the Greek myths where the gods subtly help out their favorite in a battle.  It also brings the possibility for all kinds of interesting intrigue.

This should be an eventful turn.  The outcome of this battle will alter the balance of power significantly.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 09, 2018, 04:36:01 pm
I don't mind this eventful turn, I like the flavor it is adding to the game. Maybe there could be more events like this in the future, though with more foreshadowing and preparation.

Tournaments or/and contests of wits/luck where civs must send a champion/representative, which would emulate some of the whacky myths of mythology.

Or keep it hidden, and force us to research Oracle tech! Ahaha. Crap.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 09, 2018, 04:43:04 pm
Or keep it hidden, and force us to research Oracle tech! Ahaha. Crap.
That would be awesome. Dibs on ophidiomancy!
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 09, 2018, 04:49:19 pm
Yeah, I've going to have a big head start there..
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 09, 2018, 06:01:06 pm
Perhaps the biggest problem with the Arena Mode interruption, is that it makes me want to actively avoid starting epic battles because it would make everyone lose a turn.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on June 10, 2018, 01:14:52 am
I real like reading this, so ptw  :D
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 10, 2018, 07:47:20 am
Turn 15 - The Stone Age - Year of the Dragon
(https://i.imgur.com/r7WUzvT.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Arena Mode Result:
The Champion of The People could see the Colossus as he neared his destination from quite far away.  As he got closer, he wondered at the absurdity of being ordered to fight that.  For the Colossus was like a mountain of stone that stood on two legs.

He felt numb.  He did not even want to be the Champion.  He was perfectly content to spend his days in anonymity foraging or researching.  He didn't understand why he had to be chosen by Amastay.

There is no way I can defeat that thing, he thought, as the size of the Demihuman Colossus became apparent.  And as he approached, the ground suddenly lurched.  For the bewildering moment before he realized that it was an earthquake, he felt confused despair.  When the shaking stopped, he could see that the Colossus still stood there waiting for him, unfazed.

But then there was suddenly a reassuring breeze.  For some reason his thinking became more clear, as if the breeze had dispersed his dark thoughts.  He found that he felt more bold and determined as he hefted the strange hammer with the blue haft.  He approached, and as he got close enough, he charged.

The Colossus seemed to take some time to come to life.  By the time the Colossus began moving, taking hold of the giant stone sword slung on its back, the Champion had already closed the distance, and was running between its legs.  The Champion swung !*Rehield*! at a leg as he passed underneath, and there was an otherworldly metallic clang as the hammer bit out a chunk, leaving a red-hot smoldering gash.  The clang was strangely persistent in the air as the Champion turned for another pass.

By now, the Colossus was moving with surprising speed, considering its size; but the Champion dashed between its legs again, and !*Rehield*! bit out a chunk of the other leg.

The Champion now circled again, and observed the speed with which the Colossus swept the giant stone sword.  With a split-second thought, Champion calculated that if he timed it right, he could duck the swing, dodge towards the Colossus, and be in position to take out a kneecap.  But right before the moment to duck came, there was suddenly another lurching of the ground, this time violently.  Surprised, the Champion stumbled toward the Colossus, out of the path of the stone blade, but into the path of the stone hands holding the blade.  The Champion was struck by the massive stone hands, sending him flying a good 20 meters.

The earth was still violently shaking as he hit the ground.  Luckily, even the Colossus had trouble keeping its footing, giving him some time to recompose himself.

His left side was in immense pain from broken ribs, and his left arm wouldn't move and was numb.  He realized that he had lost hold of !*Rehield*!, but couldn't spare a moment to look around for it, since he had to roll quickly to the right to avoid a massive stone fist intent on crushing him.  After rolling, he sprang to his feet and looked around wildly, and saw a blue glint a ways away on the other side of the Colossus.

He sprinted towards the glint, and dodged, and ducked another swing of the giant sword.  He made it to the hammer, picked it up, spun and heaved it at the head of the Colossus as it was off balance at the end of the swing.  The hammer, luckily, went hammer-side first into the side of the head of the Colossus.  The hammer came out the other side of its head, leaving a large crater.  The Colossus stumbled, and the massive head cracked and then split in half, one half falling to the front, the other half falling to the rear.  The stone sword dropped to the ground, and the body fell and ceased moving.

Result:  Champion of the People was victorious, but injured!

Blarg bet 1 FP on the Colossus and lost!
Nagas bet 2 FP on the Colossus and lost!

Malvol was intrigued by the battle!  (Even though it wasn't exactly a "slaughter")  He gains 1 FP!
The Champion Warrior absorbs the power of the Demihuman Colossus!  Farsky likes this!  He gains 3 FP!  Mabel is excited!  She gains 3 FP!
Izzith enjoyed observing the magic hammer in action!  He gains 3 FP!
Disci was impressed by the discipline the Champion displayed!  She gains 3 FP!

Other Game Events:
The Zebras at G7 worship Blarg!  The Swamp god gains 1 FP!
The Dragon of the Underworld has fallen asleep and is snoring!  This is causing violent tremors throughout the land!

Godly actions of note:
Amastay gives 1 FP to Mabel and 1 FP to Nagas.
Holo, goddess of the Harvest, arises!  She creates a plains at D2!
Mabel creates the artifact "Masterful Fishing Net" at F6 for 5 FP!
Izzith creates a Verdant Magical Forest at I4, for 5 FP!
Blarg hangs with the Zebras.
For 3 FP, Disci Zaps a Cait Sith worker, causing it to morph into a writer!
For 5 FP, Nagas upgrades the ocean at F6 into the Sea of Serpents!

Civilization actions:

Dipnoi Republic
6 Workers build a Mud Barricade in I6.  Amastay gets 3 FP!
5 Workers hunt in J5 with 5 Blowdarts.  They attempt to bring the Anaconda along, but it isn't trained.  They are ambushed by black wolves!  1 worker is killed and 1 is injured!  Malvol gets 3 FP!  They find 17 food!
2 Food is fed to the Tame Giant Anaconda.  Nagas gets 1 FP!
The earth trembles!  The Mud Barricade is damaged by 2 points!  2 primitive and 1 fine mud houses collapse!

The Merfolk Council.
2 workers attempt to fish but can't because they have no spears.  They instead forage for 5 food.
2 workers research Coral Farming.
1 worker prays to Mabel.
6 food is spent to make 2 workers.  Mabel gets 2 FP!
The underwater settlement is mostly undamaged by the earthquakes.

Cait Sith
4 workers become apprentices.  Disci gets 4 FP!  Izzith gets 4 FP!
2 workers will pick up their spears and fish at J-1 and find 7 food.
2 more pick up their spears to fish at K-1 and find 6 food.  Izzith gets 1 FP!
2 workers research early philosophy.
2 houses collapse!

The People
3 workers research Woodcutting.
2 workers research Wonder Construction and the tech is complete!  Amastay gets 1 FP!
2 workers make 2 crude spears.
2 workers hunt at H4 with 2 crude spears and find 7 food.
Champion worker takes !*Rehield*! and goes to fight the demihuman colossus at H5.  The Champion is victorious!  The Champion is now legendary and can be named!  However, the Champion is injured!
Your settlement was raided by the Xekarni!  2 workers are lost!  You lost 10 food and 2 crude tools!
The massive earthquake destroys 2 houses!

Orassan Empire
3 workers forage at B3 with 3 crude tools and 1 bountiful basket and find 13 food.
2 workers use 2 crude tools to continue working on a farm at B3.
2 workers research Woodcutting.
2 workers make primitive spears.
1 worker grabs a spear before fishing with it at B3 and finds 3 food.
2 houses collapse in the earthquakes!

Jotun Oligarchy
2 workers using no tools and 1 Greenthumb using the artifact "Bountiful Basket" harvest the Orchard at C4 and find 20 food.  Holo gets 3 FP!
2 workers forage for food at E4 and find 5 food.  The ruins have nothing of value.
3 workers forage for food at C3 and find 5 food and 3 bloodberries!  The Bushes of Empowerment are depleted. 
2 workers work on upgrading Primitive Buildings into Giant Primitive Buildings at D4 and 3 houses are upgraded.  Amastay gets 2 FP!
1 workers research Animal Husbandry.
1 New worker is made at the cost of 4 food.  Farsky gets 2 FP!  Mabel gets 1 FP!
1 Food is fed to the Tame Cobras.  Nagas gets 1 FP
The orchard at C4 is damaged by 3 points!  1 Primitive House collapses!

The Xekarni
Goruk (armed with a poisoned crude spear), 2 spear warriors and 1 slightly snake-like worker (armed with 3 crude spears) raid The People for food at H4.  The party catches the People off guard!  Their Champion is elsewhere!  The raiding party kills 2 workers of The People!  Malvol gets 6 FP!!!  They steal 2 crude tools and 10 food!  The poisoned spear is no longer poisoned.
1 slightly snake-like worker trains to become a spear warrior.  Disci gains 2 FP!
2 workers craft 2 crude spears.
2 workers forage for food at J6 and find 5 food.
3 houses collapse!

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on June 10, 2018, 07:53:44 am
Orassan Empire

3 workers forage at B3 with 3 crude tools and 1 bountiful basket
2 workers use 2 crude tools to continue working on a farm at B3.
2 workers research Woodcutting.
3 workers grabs a spear before fishing with them at B3
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on June 10, 2018, 08:04:00 am
Disci invest 10 FP into the Divine Project The Swamp of Every Challenge at H2
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Oblivion2007 on June 10, 2018, 08:29:55 am
Izzith creates a second Verdant Magical Forest at J2.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 10, 2018, 09:11:05 am
Fun.. GM, which of my workers is the writer?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nirur Torir on June 10, 2018, 09:39:59 am
Malvol is pleased. He spends 3FP to zap a Xekarni into a horse tamer.
He spends 10FP to make I5 into a Swamp of Strength. Those who dwell within will be twisted into reaching peak human form, greatly increasing their strength, agility, and endurance. He then spends 2FP protecting it.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on June 10, 2018, 10:28:59 am
Why me? Why not the Dipnoi Republic?

The People
3 workers forage at H4 with 3 crude tools.
2 workers hunt at H4 with 2 crude spears.
1 worker forages at H5 with 1 crude tool.
1 worker builds a house.
Ymar the champion recovers.
3 food is used to create a worker.

To clarify, you can take actions on a tile diagonally adjacent?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Atomic Chicken on June 10, 2018, 10:54:24 am
Why me? Why not the Dipnoi Republic?

The People
3 workers forage at H4 with 3 crude tools.
2 workers hunt at H4 with 2 crude spears.
1 worker forages at H5 with 1 crude tool.
1 worker builds a house.
Ymar the champion recovers.
3 food is used to create a worker.

To clarify, you can take actions on a tile diagonally adjacent?

Roleplaying, of course! Our civs have clashed over foraging sites at least 3 times, and my tribespeople are aggressive by nature. The Xekarni have yet to encounter anyone from the Dipnoi Republic, so it wouldn't have made any sense to target them.

I've targeted diagonally adjacent tiles several times, so the answer is almost definitely 'yes'.

GM: I appear to be missing 1 slightly snake-like spear warrior (trained this turn) and 2 crude spears (created this turn).

Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 10, 2018, 11:28:32 am
I detected an error big enough to wait before I take my turn. Animal Husbandry should have been increased by 1 point to be 8/8 instead of 7/8 because nothing stopped the researcher from researching.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on June 10, 2018, 11:52:24 am
Why me? Why not the Dipnoi Republic?

The People
3 workers forage at H4 with 3 crude tools.
2 workers hunt at H4 with 2 crude spears.
1 worker forages at H5 with 1 crude tool.
1 worker builds a house.
Ymar the champion recovers.
3 food is used to create a worker.

To clarify, you can take actions on a tile diagonally adjacent?

Roleplaying, of course! Our civs have clashed over foraging sites at least 3 times, and my tribespeople are aggressive by nature. The Xekarni have yet to encounter anyone from the Dipnoi Republic, so it wouldn't have made any sense to target them.

I've targeted diagonally adjacent tiles several times, so the answer is almost definitely 'yes'.

GM: I appear to be missing 1 slightly snake-like spear warrior (trained this turn) and 2 crude spears (created this turn).

Raiding the guys with a legendary champion wielding an artifact warhammer with the power of a colossus, huh? I guess that's some deep commitment to role-playing. 
Title: Re: Gridhood: Aspects of the Divine!
Post by: SabbaticGoat on June 10, 2018, 11:56:40 am
Holo, pleased with the harvest of the Jotun Oligarchy, zaps a worker to become a bountiful gatherer for 3 FP.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 10, 2018, 12:11:19 pm
Why me? Why not the Dipnoi Republic?

The People
3 workers forage at H4 with 3 crude tools.
2 workers hunt at H4 with 2 crude spears.
1 worker forages at H5 with 1 crude tool.
1 worker builds a house.
Ymar the champion recovers.
3 food is used to create a worker.

To clarify, you can take actions on a tile diagonally adjacent?

Roleplaying, of course! Our civs have clashed over foraging sites at least 3 times, and my tribespeople are aggressive by nature. The Xekarni have yet to encounter anyone from the Dipnoi Republic, so it wouldn't have made any sense to target them.

I've targeted diagonally adjacent tiles several times, so the answer is almost definitely 'yes'.

GM: I appear to be missing 1 slightly snake-like spear warrior (trained this turn) and 2 crude spears (created this turn).



So I can make an action at J-2?
Title: Re: Gridhood: Aspects of the Divine!
Post by: High tyrol on June 10, 2018, 12:31:11 pm
The Merfolk Council.
Spoiler (click to show/hide)

Does the masterfull fishing net count as a tool for fishing purposes or do I need to have spears to use it?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 10, 2018, 12:34:02 pm
It's a high-grade tool in addition to it making the user a fishing master. so you should have no issues.

you okay with the change Nagas made to your tile? I have no problems with it, but if you do I'm willing to change it to something else.
Title: Re: Gridhood: Aspects of the Divine!
Post by: High tyrol on June 10, 2018, 12:49:42 pm


I am not sure. I want to see the effects of the tile before making a decision. I also wouldn’t want all my Merpeople to become nagas. But I don’t mind having a mult-racial people. For now I don’t mind it but I might change my mind.

Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 10, 2018, 01:42:34 pm
Jotun Oligarchy

The Jotun Oligarchy works to repair the damages caused.  Knowing that the era they are in is the "Stone Age", the Giants figure that mastery over Stone is probably going to be essential for their advancement.

They also take note of the fourth patron god, Holo. The Jotun Oligarchy is optimistic about their future as they planned to harvest in abundance long before the existence of Holo became known to them.

(In addition to the food error noted below, I should have a total of 8 research points in animal husbandry. I may want to edit my turn if the tech is useful, and at an 8RP cost it probably should be. Also worth noting is that the bloodberries were depleted before 5 turns?)

Spoiler: Action Post (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 10, 2018, 01:55:51 pm
Dipnoi Republic
The land trembles and roars! It was a terrible year for the Republic, we still are powerless before the elements...

Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on June 10, 2018, 03:02:54 pm
Blarg sits and watches the Zebras while he continues to wait for more FP.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 10, 2018, 04:48:33 pm
To clarify, you can take actions on a tile diagonally adjacent?
Yes.

Fun.. GM, which of my workers is the writer?
Fixed

Jotun errors also fixed.

I was tired, and it took a long time to do that turn.  Please check your civs and gods for errors, thanks!
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 10, 2018, 04:54:47 pm
I was tired, and it took a long time to do that turn.  Please check your civs and gods for errors, thanks!
Should I have got an FP from the Jötnar feeding the cobras?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 10, 2018, 04:55:33 pm
Jotun Oligarchy
Also worth noting is that the bloodberries were depleted before 5 turns?)
The land description says 5 years.  A turn is not necessarily a year.  It's actually an abstract amount of time.  I also didn't feel like keeping track of yet another thing for laziness reasons. ;)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 10, 2018, 05:00:27 pm
I was tired, and it took a long time to do that turn.  Please check your civs and gods for errors, thanks!
Should I have got an FP from the Jötnar feeding the cobras?
Ok, I gave you 1 FP.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 10, 2018, 05:23:18 pm
Cait Sith

2 workers grab crude spears and fish at J-1
2 workers fix up the houses.(Primitive housing restored to 10)

1 Apprentice researches the Arcanum Botanica.(Creation and Growth of Rice{manipulation to create rice, and planting it.})

1 Writer, 3 Apprentices, and 1 worker research Early Philosophy.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 10, 2018, 06:31:36 pm
Mabel

Wait for a turn, all the civs I try to look out for seem to be taking care of themselves decently well, and nobody has actually asked for me yet.
eh, well, the merfolk are actively worshiping, I think they're doing fine, but one should try to reward behavior that they want repeated.
um...
hmmm...
a second net?
yeah, lets make a second net.
Make a second Masterful Fishing Net at F6
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 10, 2018, 07:24:49 pm
Just to clarify, the rules state that "There can't normally be more than 10 of any kind of housing in a settled tile". Does this mean I can have 10 giant primitive houses in addition to 10 primitive ones since there would be no more than 10 of any kind?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 10, 2018, 07:49:22 pm
Just to clarify, the rules state that "There can't normally be more than 10 of any kind of housing in a settled tile". Does this mean I can have 10 giant primitive houses in addition to 10 primitive ones since there would be no more than 10 of any kind?
I should probably word that differently.  I meant that you can't have more than 10 houses.  Not without some kind of tech or help from the gods.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Atomic Chicken on June 11, 2018, 04:19:43 am
The Xekarni

The tribe, invigorated by the spoils of their raid, is conflicted over scouting reports describing the shattered remains of the once fearsome Colossus. Surely the weaklings up north could not have been capable of such destruction?
Spoiler: actions (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on June 11, 2018, 04:52:16 am
The Xekarni

The tribe, invigorated by the spoils of their raid, is conflicted over scouting reports describing the shattered remains of the once fearsome Colossus. Surely the weaklings up north could not have been capable of such destruction?
Spoiler: actions (click to show/hide)

I'm going to give you a brief chance to rethink this
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 11, 2018, 06:01:46 am
Turn 16 - The Stone Age
(https://i.imgur.com/lIltDDI.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Game Events:
The Zebras at G7 sacrifice a virgin to Blarg!  The Swamp god gains 3 FP!

Godly actions of note:

Disci puts 10 FP into the Divine Project "The Swamp of Every Challenge" at H2.
For 5 FP, Izzith creates another Verdant Magical Forest at J2.
Malvol Zaps a Xekarni worker into a horse tamer for 3 FP.  Then Malvol creates the Swamp of Strength at I5 for 10 FP!  Then Malvol spends 2 FP to put 1 point of protection on I5.
Holo Zaps a Jotun worker into a bountiful gatherer for 3 FP.
Mabel creates another Masterful Fishing Net at F6 for 5 FP.
Farsky stagnates.  (Gods might disappear after too many turns stagnating!)

Civilization actions:

Orassan Empire
3 workers forage at B3 with 3 crude tools and 1 bountiful basket and find 11 food.
2 workers use 2 crude tools to continue working on a farm at B3.
2 workers research Woodcutting and the tech is complete!
3 workers grabs a spear before fishing with them at B3 and get 8 food.
Workers grumble about lack of housing, but nothing happens yet.

The People
3 workers forage at H4 with 3 crude tools.  They find 9 food.
2 workers hunt at H4 with 2 crude spears.  They find 5 food.
1 worker forages at H5 with 1 crude tool and finds 2 food.
1 worker builds a  primitive house.
Ymar the champion recovers.
3 food is used to create a worker.
The People are once again raided by the Xekarni!  They lose 8 food and 2 crude tools!  1 worker is killed!

The Merfolk Council.
1 worker collects the Masterful fishing net from F6 and uses it to fish at F6, finding 5 food.
2 workers gather at F7 and find 5 food.
2 workers pray to Mabel.
2 workers research Coral Farming.
3 food spent to make 1 worker.  The worker morphs into an aquatic Naga!  Nagas gets 3 FP!!  Mabel gets 1 FP!

Jotun Oligarchy
2 workers using no tools and 1 Greenthumb using the artifact "Bountiful Basket" forage at C4 and find 14 food.
2 workers work on rebuilding the orchard at C4 and finish it.
2 workers work on upgrading 3 Primitive Buildings into 3 Giant Primitive Buildings at D4.  Amastay gets 2 total FP!
5 workers begin research on Stone.
1 New worker is made at the cost of 4 food.  Farsky gets 1 FP!  Mabel gets 1 FP!
1 Food is fed to the Tame Cobras.  Nagas gets 1 FP!

Dipnoi Republic
2 Workers repair the Mud Barricade.
2 Workers build 2 Primitive Houses.
1 Worker upgrades 1 Primitive House into 1 Fine Mud House.  Amastay gets 2 FP total!
3 Workers hunt in J7 with 3 Blowdarts and find 10 food!  1 worker is bitten and injured by a jungle snake!  Nagas gets 1 FP!
2 Workers forage for food in I7 with 2 Blowdarts for self defense and find 8 food.
2 Food is fed to the Tame Giant Anaconda.  Nagas gets 1 FP!
3 Reagents spent to heal 1 Worker.
3 Food spent to create 1 Worker.
Workers grumble because of lack of housing.  Blarg gets 1 FP!

Cait Sith
2 workers grab crude spears and fish at J-1 and find 3 food.
2 workers fix up the houses.
1 Apprentice researches the Arcanum Botanica.  See notes!  Izzith gets 3 FP!
1 Writer, 3 Apprentices, and 1 worker research Early Philosophy.

The Xekarni
Goruk, 2 slightly snake-like spear warriors, 1 spear warrior and 2 slightly snake-like workers arm themselves with 6 crude spears and raid The People at H4!  The injured Champion Ymar is unable to come to The People's defense!  8 food is stolen from the foragers at H4!  2 crude tools are stolen!  1 of The People's workers is killed!  Malvol gets 3 FP!  Disci was impressed by the Xekarni battle formations!  She gets 2 FP!
2 workers build 2 primitive houses at I5.  Amastay gets 1 FP!
1 worker forages for reagents at I4 using 1 crude tool and finds 5 reagents.  Izzith gets 1 FP!
A slightly snake-like spear warrior is Zapped into a horse tamer!

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on June 11, 2018, 06:23:52 am
Disci
Give 3FP to the Swamp of Every Challenge
"Blarg, Nagas are you interested in investing FP into the Swamp of Every Challenge?"
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 11, 2018, 06:26:59 am
Dipnoi Republic
The jungles are bountiful, but dangerous! Now that the earth has calmed, we can grow once more.

Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 11, 2018, 06:41:19 am
Cait Sith
4 apprentices restart research on Advanced Magic Theory. 1 is using the Arcanum Botanica for references.

2 workers pick up crude spears and fish at J-1
2 workers pick up their spears and fish at K-1

1 Writer theorizes Spiritualism/Nature Spirits, while 1 worker helps with the research.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on June 11, 2018, 07:07:13 am
The Zebras at G7 sacrifice a virgin to Blarg!  The Swamp god gains 3 FP!
"Who taught you guy about that, because I don't remember teaching you guys that."

Blarg uses some FP to teach the Zebras how to make and use weapons, he then gives 2FP to the Swamp of Every Challange.
"Now I'm gonna wonder what you guys will get up to after I show you guys how to use weapons."
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 11, 2018, 07:23:56 am
The stone technology is not listed in the Civilization spoiler despite 5rp being put into it. Also, the Jotun Oligarchy housing has not been updated to account for the latest upgrade.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on June 11, 2018, 07:49:15 am
Orassan Empire

Gilbert, the king of the Orassan Empire, decides to do something about the lack of housing for his fellow felines.

3 workers forage at B3 with 3 crude tools and 1 bountiful basket
2 workers use 2 crude tools to continue working on a farm at B3.
2 workers use build new housing
2 workers forage for wood
1 worker grabs a crude spear before fishing with it at B3



I'd actually find it funny if someone decides to play as the zebras.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 11, 2018, 08:35:18 am
Nagas, observing that Disci's Swamp project appears to be completed, instead replaces B4 with a tropical beach for 3FP and releases a flock of violent man-eating (cat-eating) seagulls there for 5FP.


Not everything in life can be about snakes, sadly.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on June 11, 2018, 10:51:06 am
The People
Ymar and two regular workers research Raiding
3 workers forage at I4 using 2 crude tools
2 workers hunt at H4 using 2 crude spears
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on June 11, 2018, 11:16:56 am
Nagas, observing that Disci's Swamp project appears to be completed, instead replaces B4 with a tropical beach for 3FP and releases a flock of violent man-eating (cat-eating) seagulls there for 5FP.


Not everything in life can be about snakes, sadly.

Here's the deal: You go piss off the Xekarni instead, I'll give you 5FP.
Title: Re: Gridhood: Aspects of the Divine!
Post by: High tyrol on June 11, 2018, 02:05:00 pm
The Merfolk Council

“We are happy because our food is secure.
With our twin nets all the good we desire is provided.
We thank Mabel for ensuring we enjoy the bounties of the ocean.

Actions:
Spoiler (click to show/hide)

Note: If any Gods want to help me
but don’t already have neet idea A useful zap would be nice.



Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 11, 2018, 03:35:05 pm
Nagas, observing that Disci's Swamp project appears to be completed, instead replaces B4 with a tropical beach for 3FP and releases a flock of violent man-eating (cat-eating) seagulls there for 5FP.


Not everything in life can be about snakes, sadly.

Here's the deal: You go piss off the Xekarni instead, I'll give you 5FP.
Chill. I gotcha.
Mabel
act last in godly action order for this turn.
If B4 is tropical, change it into a Taiga
If B4 contains man/cat eating birds, change them to be non-agressive herbavores.

I will be correcting this when the next turn comes, since apparently counteracting this cant work on this turn.
In the meanwhile...
Change F6 into a normal ocean again.
Nagas, you should stop harassing the Orassans.
No Action this turn.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on June 11, 2018, 04:48:22 pm
Amastay notes that the champion is successful but injured. To reward him for his triumph and cement his position as the champion of Amastay, he creates the Armor of Purity for 10 fp. The armor is made of an incredibly hard and light yellow metal. The armor will purge all venom/poisons and toxins from the wearer, "Purifying" them. It provides excellent protection from attacks to the upper or lower body, but does not cover the arms or the head.

He then gifts this armor to the Champion of The People.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 11, 2018, 04:49:28 pm
Things do not happen until they appear in a turn update.  Thus, it is impossible for new civilizations to appear on the first turn, as there is no land.  For conflicting actions on the same turn, such as two gods creating land on the same tile, the first action posted takes precedence.  FP spent on actions that conflict with another is still used.

See the above quote from the first post.

The Jotun Oligarchy request that Mabel consider a different solution, as they dislike the idea of the FP they produced being wasted like this. Her action as it is now would not do anything AND cost her FP. (The rule exists to prevent edit wars and abusing game mechanics. Think of the mess it would cause if every god tried to act last to get some kind of advantage!)

(In other news, I think I should hold off doing my turn until I can see the progress on my research project and whether or not it revealed its requirement)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 11, 2018, 05:01:11 pm
...
Ty Jotun
Editing action.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 11, 2018, 06:25:34 pm
Jotun Oligarchy

The Jotun Oligarchy is concerned about the behavior of Nagas, though they remain confident that they will avoid his wrath should they continue to demonstrate that they are "Good for snek".

Spoiler: Doublecheck (click to show/hide)
Spoiler: Action Post (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 11, 2018, 06:29:27 pm
The Ossarans can always move the artifact: Seed of Ice to their tile.


Also, GM, can Gods Revert a tile back to it's previous state? Or will the tile remain magical despite being made into a beach?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 11, 2018, 06:36:10 pm
B4 isn't their home territory, its just the only other cold tile on the entire map.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 11, 2018, 07:32:24 pm
The stone technology is not listed in the Civilization spoiler despite 5rp being put into it. Also, the Jotun Oligarchy housing has not been updated to account for the latest upgrade.
Fixed, thanks
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 11, 2018, 09:15:39 pm
Nagas, you should stop harassing the Orassans.

Harassing.

I think I've paid attention to them a grand total of twice, and this time is just to balance the debt from orca desertifying my seagull tile in Original Recipe Gridhood.

Buuuuut now you want to escalate and rack up another debt? Okay. I'm personally not in the habit of de-escalating anything, ever, so, this is going to be entertaining.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 11, 2018, 09:35:35 pm
I don't see why you would feel the need to take retaliatory action against him in two separate games, because you are most certainly undermining his objectives in a clear retaliatory manner in Bay12 edition too.

Zazmio, how do you feel about players taking retaliatory actions against other players in your game, for things that happened in my game?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 11, 2018, 09:44:42 pm
So you're carrying a grudge from some other game into this? Scum. And you're declaring your intent to escalate without end when youve made two prior agressive acts and are making two more this turn, and im preparing to make my first one this turn in response. Welp, either youre bluffing, or I should go into full war of annihilation mode.

Are you really sure this is what you want. If push comes to shove, I am sitting on quite a bit of FP right now, and you have many undefended targets. Your position is far worse than mine in both short term power and long term income sources. I actively would prefer to not do it, and am willing to show restraint generally, but the orassans are under my protection and if you want to start a fight I will win.

Keep your gripe in one game restricted to that one game. I assume you can show more maturity than a middle-schooler.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on June 11, 2018, 09:52:25 pm
Yea...

I think it's fine to hold a grudge within a game in terms of role-playing, but holding onto something from a completely different game is weirdly personal and immature. Not to mention that it is obvious meta-gaming as well, which is generally frowned upon.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 11, 2018, 10:51:32 pm
I'm not actually holding a grudge against anybody! You must see how this is obviously a joke, right? I mean, the concept of man-eating seagulls didn't tip you off that I'm not taking this too seriously?

ETA: I think possibly there has been some misunderstanding related to the fact that some people thought I was wreaking havoc on their home tile. This is just some nearby tile they haven't even been going to; I don't expect this to have any realistic effect on the game other than continuing this seagull running gag I've been doing across all Gridhoods so far, nor to actually impede the Orassans in any meaningful way. And, well, the ostensibly retaliatory action taken in Original Recipe Gridhood that Supernerd mentions amounted to wasting power doing something that serves no purpose other than to make the map look slightly dumber, also as a joke. The net effect being nothing more than to perpetuate the role I've been playing in all these games, which is of a slightly cracked god (or, well, series of gods who may or may not be somehow inscrutably the same despite behaving totally differently except for a curious fascination with seagulls) who sometimes does completely arbitrary things for what he will definitely insist are TOTALLY VALID, PROBABLY SHOUTY REASONS. Because, uh, gods do weird things sometimes. Like make seagulls.
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on June 11, 2018, 11:01:46 pm
Keerim the god of birds finds this world intriguing

Spoiler: Actions (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on June 12, 2018, 02:16:46 am
Name: Hidden Monastery
Trait: Monks
Starting Tile: J9

Spoiler: Actions (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Atomic Chicken on June 12, 2018, 02:47:03 am
((I appear to be missing the 5 reagents gained this turn.))

The Xekarni

Praise Malvol! A second prophet has arisen! The tribe looks onto the beasts of the land with newfound enlightenment!
Spoiler: actions (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 12, 2018, 03:18:04 am
@max spin
Okay.
Editing action once more.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 12, 2018, 03:58:35 am
((I appear to be missing the 5 reagents gained this turn.))
Fixed.
Name: Hidden Monastery
Trait: Monks
Starting Tile: J9
Interesting trait.  Are we talking about European Christian-style monks?  Or fantasy/Asian martial artist monks?
Keerim the god of birds finds this world intriguing

Spoiler: Actions (click to show/hide)
Welcome.

With these 2 new players, I am going to close the game to new players, until further notice.  Will open again if it seems like I can handle it.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on June 12, 2018, 04:25:09 am
Name: Hidden Monastery
Trait: Monks
Starting Tile: J9
Interesting trait.  Are we talking about European Christian-style monks?  Or fantasy/Asian martial artist monks?
Martial artist ones. I want to go road of self-improvement, with various research dedicated to making monks into survive-all-hardships enlightened badasses. With no advanced tech (because who needs it when you have fists of steel and stone-like bodies?) - even primitive weapons are invented as a tool for hunting only. But if it is possible to substitute crude weapons with some martial style - I'd go for it!
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 12, 2018, 06:11:12 am
Turn 17 - The Stone Age
(https://i.imgur.com/yBuXTX6.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Game Events:
The Zebras at G7 worship Blarg!  The Swamp god gains 1 FP!

Godly actions of note:

Disci puts 3 FP into the divine project "Swamp of Every Challenge".
Blarg spends 5 FP to teach weapon use to the Zebras.  Then Blarg puts 2 FP into "Swamp of Every Challenge," completing the project!
Nagas replaces the Taiga at B4 with a tropical beach for 3 FP.  Then Nagas creates a flock of violent man-eating seagulls at B4 for 5 FP.
For 10 FP, Amastay creates the Armor of Purity and places it at H4!  (please provide tile coords when making artifacts)
Keerim, god of Birds arrives!  He creates an ocean at C6, a rainforest at D7, and a marine duck at F6.
Farsky stagnates.  (Another turn of no participation!  Very naughty!)

Civilization actions:

Dipnoi Republic
1 Worker builds a Primitive House.
3 Workers hunt in J7 with 3 Blowdarts and get 8 food.
2 Workers forage for Food in I6 and find 7 food.
4 Workers research Domestication.
The injured worker recovers.
2 food is fed to the Tame Giant Anaconda.  Nagas now wants something more exciting than feeding snakes to get his kicks.  Gods can be total primadonnas at times.

Cait Sith
4 apprentices restart research on Advanced Magic Theory. 1 is using the Arcanum Botanica for references.  Advanced Magic Theory is still stalled.  One of the apprentices theorizes that the Cait Sith might need at least one Philosopher to introduce more advanced ways of thinking.  2 apprentices think that Magic Runes like in the Arcanum Botanica might be necessary, and research it.  1 apprentice finds a small section in the back of Arcanum Botanica describing some kind of building.  The book is written in what is called an abjad (https://en.wikipedia.org/wiki/Abjad) script, meaning that vowels are implied and not written.  This makes it hard to figure out how some words are pronounced, because the vowels for unfamiliar proper names have to be guessed, but the name for it is something like "Higawayrtsa," or "Hagweratas," or "Hegwurths," something like that.
2 workers pick up crude spears and fish at J-1 and get 7 food.
2 workers pick up their spears and fish at K-1 and get 5 food.  Izzith gets 1 FP!
1 Writer and 1 worker research Spiritualism.  (nature spirits is a separate tech?)

Orassan Empire
3 workers forage at B3 with 3 crude tools and 1 bountiful basket and find 12 food.
2 workers use 2 crude tools to continue working on a farm at B3 and the farm is completed!  Amastay gets 3 FP!  Holo gets 3 FP!
2 workers build new housing.
2 workers forage for wood where???
1 worker grabs a crude spear before fishing with it at B3 and finds 2 food.

The People
Ymar and two regular workers research Raiding.
3 workers forage at I4 using 2 crude tools and find 7 food.  Izzith gets 1 FP!
2 workers hunt at H4 using 2 crude spears and get 7 food.

The Merfolk Council
1 worker who already has a Masterful fishing net moves to E7 and fishes at E7 and finds 3 food.
1 worker collects the Masterful fishing net at F6 and uses it to fish at F6 and finds 4 food.
3 workers pray to Mabel.
3 workers research coral farming.
Spent 6 food to make 2 workers.  The 2 new workers morph into aquatic nagas!  Nagas gets 6 FP!!!  Mabel gets 2 FP!
1 worker dies of starvation!

Jotun Oligarchy
1 workers using no tools, 1 Bountiful Gatherer using no tools and 1 Greenthumb using the artifact "Bountiful Basket" harvest from the Orchard at C4 and find 19 food.  Holo gets 3 FP!
2 workers construct a Giant Primitive House at D4.  Amastay gets 1 FP!
7 workers begin construction of a Ranch at E4 and the Ranch is completed!   Amastay gets 3 FP!
1 workers researches Stone and the tech is completed!
1 New worker is made at the cost of 4 food.  These damned Giants breed like rabbits.  Farsky is just barely interested enough to get 1 FP.
1 Food is fed to the Tame Cobras.

Hidden Monastery arises at J9!
2 workers forage on J8 and find 3 food.
2 workers forage on K8 and find 3 food.
1 worker researches primitive weapons.
3 food spent to create 1 worker.

The Xekarni
1 horse tamer and 4 workers research Animal Taming.
Goruk and 2 spear warriors (armed with 3 crude spears) hunt at J5.  They get 7 food.  They are attacked by an elder dire wolf leading several lesser dire wolves!  1 spear warrior is injured!  They slay several wolves, but the elder escapes!  Malvol gets 1 FP!  The wolf carcasses provide another 3 food.
1 worker builds a primitive house at I5 using 1 crude tool.
3 food is spent to create 1 new worker.

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 12, 2018, 06:19:21 am
Name: Hidden Monastery
Trait: Monks
Starting Tile: J9
Interesting trait.  Are we talking about European Christian-style monks?  Or fantasy/Asian martial artist monks?
Martial artist ones. I want to go road of self-improvement, with various research dedicated to making monks into survive-all-hardships enlightened badasses. With no advanced tech (because who needs it when you have fists of steel and stone-like bodies?) - even primitive weapons are invented as a tool for hunting only. But if it is possible to substitute crude weapons with some martial style - I'd go for it!
Martial artists use weapons too.  Right?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Oblivion2007 on June 12, 2018, 06:43:14 am
Izzith spends 20 FP creating Bakhon the Wondrous at H5!

Bakhon the Wondrous is a powerful Djinn bestowed with vast knowledge of magic from his creator. He uses the power brazenly and ostentatiously, loving to show off his power and skill. As the most powerful creature yet born in his time he is incredibly arrogant towards mortals and will react violently if he feels he is insulted. As a Djinn however his nature compels him to use his power to provide boons to those he deems worthy, usually those who complete a quest or trial he has given them.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 12, 2018, 06:48:54 am
Dipnoi Republic
It seems the Pygmies of the South-Western swamps are more peaceful than we expected. Let's hope they will remain cordial neighbors.

Spoiler: Actions (click to show/hide)

Glad to see you join the game Sarrak!
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 12, 2018, 06:58:49 am
Interesting(and fun!),

Cait Sith
1 Writer and and 2 Apprentices research Magic Runes
2 workers pick up their crude spears and fish at J-1.
2 workers pick up their crude spears and fish at k-1.
2 Apprentices further the development of Spiritualism.
1 Worker becomes a Philosopher.



GM, can a philosopher also be an apprentice? Same question as with the writer, can they be an apprentice too?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 12, 2018, 07:39:41 am
Should Amastay have gotten FP for my 9 people constructing things? I'm also wondering if Holo should have got FP from the orchard again.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on June 12, 2018, 07:55:37 am
Orassan Empire

3 workers forage at B3 with 3 crude tools and 1 bountiful basket
3 workers research wooden structures
3 workers forage for wood with 2 crude tools
1 worker grabs a crude spear before fishing with it at B3
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on June 12, 2018, 09:01:30 am
Martial artists use weapons too.  Right?
Depends on how deep into fantasy realm is this game. In reality - of course, they use weapons. Kicks and punches are pretty suicidal against spears/animals. But it might be possible to pull off in a game?  ???

Glad to see you join the game Sarrak!
Liked it too much to resist
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on June 12, 2018, 10:48:12 am
The People
Ymar with !*Rehield*! and the Armor of Purity and 2 workers with 2 crude spears hunt at H4
2 workers research Raiding
2 workers forage at H4 with 2 crude tools
1 worker makes 1 crude tool
3 food is used to make a worker
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on June 12, 2018, 11:11:26 am
Hidden Monastery

3 workers forage on J8
1 worker forages on K8
2 workers continue research
Create a 2 new workers
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on June 12, 2018, 11:11:39 am
Create a Rainforest at H1
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 12, 2018, 11:55:44 am
Oh, okay, I didn't expect to clear up that argument so easily. I would've gone ahead and taken orca's offer if I had! Well, these things happen.

Uh, let's see.

Nagas Zaps a random worker of the Hidden Monastery with knowledge of the cobra-style martial arts, whatever that is. It probably involves standing really still and then making a sudden jabbing strike, or something. Nagas isn't a martial artist and doesn't concern himself with these details!

Anyway, Nagas is still not totally sure about how these 'Zaps' work but expects this to probably take 3FP? So, if there's enough FP left over, he also creates a magical talking Elder Lindorm at J2 — a winged serpent who guards the forest and can probably be bargained with for magical secrets or something.


Wow, I'm a little vaguer than usual today, huh.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on June 12, 2018, 03:58:54 pm
Blarg wanders around some more as he waits for more FP.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Atomic Chicken on June 12, 2018, 04:01:33 pm
((Is the Swamp of Strength effect on I5 automatically applied to all of my citizens, or just newly created workers? I ask because it hasn't been mentioned thus far.))

The Xekarni

Goruk returns from the hunt with a wounded warrior in tow, and is angered to find that the tribe has taken no steps to secure their home against colossus-shattering demons in his absence. Despite this, the Chief recognises the clear mark of Malvol's divine intent, and grudgingly allows his former brother-in-arms to continue babbling about horses to his peers. It is nonetheless made clear that the weapons are to be kept within reach at all times.
Spoiler: actions (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 12, 2018, 05:11:36 pm
Jotun Oligarchy

Realizing that the Orchard would not be enough to support the Jotun Oligarchy's growing population on its own, the Giants work diligently to ramp up their harvesting ability by upgrading the orchard to a giant orchard and preparing to ranch some egg-laying snakes.

That last sentence alone probably honors no less than three gods.

It is decided that the Bountiful Gatherer should be given one of the Bloodberries, as they would benefit the most from a bonus to physical labor. Especially if they will be moving heavy stone around.

(I decided to try a new format for my posts that separates actions by logistic slots. I think it might be easier to interpret it like this as I foresee myself having several different kinds of workers performing the same tasks)

Spoiler: Doublecheck (click to show/hide)
Spoiler: Action Post (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on June 12, 2018, 05:23:07 pm
Keerim watches the duck while waiting
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 12, 2018, 05:39:03 pm
Should Amastay have gotten FP for my 9 people constructing things? I'm also wondering if Holo should have got FP from the orchard again.
I knew I was forgetting something.  Added FP to Amastay and to Holo.

((Is the Swamp of Strength effect on I5 automatically applied to all of my citizens, or just newly created workers? I ask because it hasn't been mentioned thus far.))
I added a note to your civ details.  The tile is increasing the strength, agility, and endurance of all your workers.  If the tile altered just one worker, the effect would be greater, but since the it alters everything in the tile, the effect is spread out.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 12, 2018, 06:07:24 pm
We are 17 turns in, and the starting civilizations have grown quite well! Here is how I would rank everyone.

1. The Jotun Oligarchy
They are the uncontested 1st civilization in my opinion. Despite having only 26 Research Points, they have the highest population with 14 Giant Workers! Their food source is also pretty secure, they are able to feed their whole population with only 3 Workers (Greenthumb+Artifact included)!

2a. Cait Sith 35 Research Points and 10 Workers.
2b. Orassan Empire 30 Research Points and 10 Workers.
These two civilizations benefit from isolation, and they both have their own advantages over the other.
On one hand the Cait Siths sport a fast research speed which will turn them into a very strong civilization in the close future, especially since they are focusing solely on magic.
The Orassan though have a bountiful basket which allows them to sustain their population with only 3 Workers and focus more resources on research and construction.

3. The Xekarni 34 Research Points, 9 Workers and 1 Legendary Spear Warrior.
In my opinion, the Xekarni are the uncontested strongest civilization military-wise. They received great blessings from the Gods, and unlocked several combat-oriented technologies. But the People still have the Legendary Champion Warrior with two Artifacts, and depending on the future clashes, the Xekarni could lose their spot. But if they were to win, then nothing would stop them from draining the People and the Dipnoi from their resources, thus highly like earning the 2nd spot.

4a. Dipnoi Republic 35 Research Points and 11 Workers.
4b. The People 30 Research Points, 7 Workers and 1 Legendary Champion Warrior with Artifacts.
Unlike the Jotun and the Orassan, these two civs need to deploy 5 to 6 Workers to sustain their population, which limits their growth.
If the People hadn't been raided, they would be tied with the Xekarni. If they don't lose their Champion, and depending on the future battles with the Xekarni, they could either take 3rd place or even 2nd place. If they lose their Champion, recovery will be impossible on their own.
It's also amusing to think that the Tame Giant Anaconda of the Dipnoi ended up being a food draining freeloader, at least for now.

5. The rest
The Merfolk Council 7 Research Points and 9 Workers.
Hidden Monastery newcomers!
The two most recent civs!
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 12, 2018, 06:13:54 pm
It's also amusing to think that the Tame Giant Anaconda of the Dipnoi ended up being a food draining freeloader, at least for now.
Nagas didn't know you have to train snakes! Snakes always just do whatever Nagas wants without question!
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 12, 2018, 07:51:43 pm
Interesting(and fun!),

Cait Sith
GM, can a philosopher also be an apprentice? Same question as with the writer, can they be an apprentice too?
Philosophers can do nothing except argue about philosophy.  I will allow writer apprentices.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 12, 2018, 08:17:15 pm
Honestly I think my position is a little bit precarious. It only takes one angry god to completely wreck a tile after all, though I am starting to diversify. So far the majority of the gods like me or at least tolerate me because I tend to generate a lot of passive FP, or at the very least tolerate me with a preference for helping other civs. Being singled out as #1 by the GM puts a bit more pressure on me, but probably no more than the Nirii Dominion from my game.

With what is soon to be a Giant Orchard worth 20 labor and 5 acts, it wouldn't be too hard for a god to threaten me. Though all the passive FP I generate for multiple different gods is probably acting as a deterrent.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 12, 2018, 08:31:29 pm
Orassan Empire

3 workers forage at B3 with 3 crude tools and 1 bountiful basket
3 workers use research wooden structures
3 workers forage for wood
1 worker grabs a crude spear before fishing with it at B3
Ocra, you need to specify where you gather wood or it does nothing.
Mabel
make B4 a Taiga.

Honestly I think my position is a little bit precarious. It only takes one angry god to completely wreck a tile after all, though I am starting to diversify. So far the majority of the gods like me or at least tolerate me because I tend to generate a lot of passive FP, or at the very least tolerate me with a preference for helping other civs. Being singled out as #1 by the GM puts a bit more pressure on me, but probably no more than the Nirii Dominion from my game.

With what is soon to be a Giant Orchard worth 20 labor and 5 acts, it wouldn't be too hard for a god to threaten me. Though all the passive FP I generate for multiple different gods is probably acting as a deterrent.
You're the chosen people of Farsky, one of the peoples of Mabel, and on good terms with Blarg, Nagas, Holo, Amastay, and Izzith.
You have so much divine protection it's silly.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 12, 2018, 08:39:16 pm
Izzith isn't getting all that much out of me. I should probably get around to ranching those mammoths sooner rather than later. I'm not sure why Blarg would like me though. I don't think I ever generated any FP for Blarg even once. Though its not my fault I don't have a swamp.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 12, 2018, 09:09:43 pm
You're the chosen people of Farsky, one of the peoples of Mabel, and on good terms with Blarg, Nagas, Holo, Amastay, and Izzith.
You have so much divine protection it's silly.
Actually, I declared them one of my Chosen People too. Although that might be diluted since I have three Chosen People at this point and am angling for a fourth, and being a Chosen of Nagas only gets you snakes, so it might be a wash.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 12, 2018, 10:19:07 pm
Izzith isn't getting all that much out of me. I should probably get around to ranching those mammoths sooner rather than later. I'm not sure why Blarg would like me though. I don't think I ever generated any FP for Blarg even once. Though its not my fault I don't have a swamp.
Because Blarg is a nice guy? As far as I can tell he likes everybody.
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on June 12, 2018, 11:27:24 pm
Harnessing the fourteen FP that built up Farsky  starts a project to make a location filled with stones imbued with powerful magic (handing what these do over to you GM, sorry I haven't been active, I have been on a boat for a few days.)
Title: Re: Gridhood: Aspects of the Divine!
Post by: SabbaticGoat on June 13, 2018, 12:00:37 am
Holo creates an artifact: Giant-sized Flint Sickle of Harvesting, and gifts it to the Jotun Oligarchy! It has the ability to turn a bad harvest into a good one. Be careful! Using it too often will weaken the soil.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 13, 2018, 05:55:41 am
Turn 18 - The Stone Age
(https://i.imgur.com/fDqSCRE.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Game Events:
The Zebras at G7 worship Blarg!  The Swamp god gains 3 FP!
The Zebras attempted to raid the Merfolk at F6!  Apparently, they were trying to get victims to sacrifice to the glory of Blarg!  Unfortunately, they couldn't swim very well!  Many of them drowned!  Zebra corpses sink to the bottom, which the Merfolk butcher for 5 food!

Godly actions of note:

For 20 FP, Izzith creates Bakhon the Wondrous at H5!
Disci creates a rainforest at H1.  (Please include god name in action post.)
Nagas zaps a worker of Hidden Monastery into a cobra-style martial artist for 3 FP!  Then Nagas creates an Elder Lindorm at J2 for 5 FP!
For 3 FP, Mabel changes the tropical beach at B4 into a Taiga.
For 5 FP, Holo creates the artifact Giant-sized Flint Sickle of Harvesting and places it at D4.  (please include tile coords when creating artifacts)

Civilization actions:

Dipnoi Republic
3 Workers research Domestication and the tech is complete!
4 Workers upgrade 4 Primitive Houses into 4 Fine Mud Houses.  Amastay gets 2 FP!
3 Workers hunt in I7 using 3 Blowdarts and get 9 food.
1 Worker creates 1 Blowdart.
Use 3 Food to create 1 Worker.
Feed 2 Food to the Tame Giant Anaconda.

Cait Sith
1 Writer and and 2 Apprentices research Magic Runes.
2 workers pick up their crude spears and fish at J-1 and get 6 food.
2 workers pick up their crude spears and fish at k-1 and get 4 food.
2 Apprentices further the development of Spiritualism.
1 Worker becomes a Philosopher.  Disci gets 2 FP!

Orassan Empire
3 workers forage at B3 with 3 crude tools and 1 bountiful basket and find 10 food.  (you know you have a farm now, right?)
3 workers research wooden structures.
3 workers forage for wood ... but don't get anything because tile coords were not given.
1 worker grabs a crude spear before fishing with it at B3 and gets 3 food.

The People
Ymar with !*Rehield*! and the Armor of Purity and 2 workers with 2 crude spears hunt at H4 and get 10 food.
2 workers research Raiding and the tech is complete.
2 workers forage at H4 with 2 crude tools and get 7 food.
1 worker makes 1 crude tool.
3 food is used to make a worker.

Hidden Monastery
3 workers forage on J8 and find 6 food.
1 worker forages on K8 and find 2 food.
2 workers continue research on.... what?  Enter the Dragon.  (please specify tech next time)
6 food spent to create 2 workers.

The Xekarni
1 horse tamer and 2 workers (armed with 2 crude spears) research Animal Taming and the tech is complete!
Goruk and 1 spear warrior (armed with 2 crude spears) research Sentry Duty.
The injured spear warrior rests his injuries.
2 slightly snake-like workers (armed with 2 crude spears) forage for food at J4 using 2 crude tools.  They find 5 food.  The 2 workers become more snake-like!  Nagas gets 2 FP!
2 workers craft 2 crude spears at I5.

Jotun Oligarchy
2 workers using no tools and 1 Greenthumb using the artifact "Bountiful Basket" Harvest from the Orchard at C4 and find 17 food.  Holo gets 2 FP!
7 workers upgrade the Orchard at C4 into a Giant Orchard and the upgrade is complete!  Amastay gets 2 FP!  Holo gets 2 FP!
3 workers lasso the herd of Abundant Egg-Laying Harmless Snakes at E4 to the Ranch located at E4!  Nagas gets 3 FP!
1 Bountiful Gatherer is fed 1 bloodberry.
1 New worker is made at the cost of 4 food.
1 Food is fed to the Tame Cobras.

The Merfolk Council stagnates.
They get 5 food from Zebra corpses!


Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 13, 2018, 05:59:16 am
Harnessing the fourteen FP that built up Farsky  starts a project to make a location filled with stones imbued with powerful magic (handing what these do over to you GM, sorry I haven't been active, I have been on a boat for a few days.)
I decided not to make your project since I don't want to "fill in the blanks" for players when they make stuff.  If you are on vacation, that is fine.  I will not remove Farsky while you're on vacation.  I just don't want to have to go through and update FP totals and keep an eye on the aspects of gods who have apparently stopped playing.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 13, 2018, 06:14:26 am
Dipnoi Republic
We are one step closer to understanding snakes, which could prove a great boon to our people.

Spoiler: Actions (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on June 13, 2018, 06:39:50 am
Orassan Empire

3 workers work at the farmland at B3 with 3 crude tools and 1 bountiful basket
3 workers research wooden structures
3 workers forage for wood with 2 crude tools
1 worker grabs a crude spear before fishing with it at B3
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on June 13, 2018, 06:49:35 am
Hidden Monastery

A new martial style? Praise Nagas! (Teaching comes first, though)

3 workers forage on J8
2 workers forage on K8
1 worker finished research Enter the Dragon
1 worker with cobra-style martial art teaches it to another worker
Create a new worker

Spoiler: Corrections (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 13, 2018, 07:43:27 am
Spoiler: Corrections (click to show/hide)
Fixed
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 13, 2018, 08:14:15 am


Cait Sith

Philosopher argues with the Writer on spiritualism.(Writer is researching spiritualism)

4 Apprentices are researching Magic Runes. 1 is using the Arcanum Botanica as reference.

2 workers grab crude spears and fish at J-1.
2 workers grab crude spears and fish at K-1.

Title: Re: Gridhood: Aspects of the Divine!
Post by: High tyrol on June 13, 2018, 08:19:02 am


The Merfolk Council

Spoiler: Action (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on June 13, 2018, 08:26:53 am
Disci
Zap a person of Cait Sith to be disciplined.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on June 13, 2018, 09:54:58 am
The People
Action 1:
Ymar with !*Rehield*! and the Armor of Purity
2 workers with 2 crude spears
hunt at H5
Action 2:
3 workers with 2 crude tools
forage at H5
Action 3:
3 workers make 3 crude tools

New workers: 1

(If clarification is needed, I will do so)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 13, 2018, 11:05:22 am
Nagas places a tropical beach at B5, muttering "look I'm not the god of plausible climatology", then decides to teach the swamp pygmies at H7 how to speak the language of the Dipnoi and how to build swamp houses.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on June 13, 2018, 12:39:15 pm
The Zebras attempted to raid the Merfolk at F6!  Apparently, they were trying to get victims to sacrifice to the glory of Blarg!  Unfortunately, they couldn't swim very well!  Many of them drowned!  Zebra corpses sink to the bottom, which the Merfolk butcher for 5 food!
"Oh come on guys, what the hell are you guys doing it wasn't that bad the first time but now you go and try to kill people you don't know and you get some of your selves killed in the process, for shame!" Rolls up a news paper and smacks them on the noses while saying, "Bad Zebras!"

"I was going to improve your home but now I have to teach you guys why what your doing is bad."
Blarg spends some FP to teach the Zebras how to worship with out sacrificing any living or nonliving sentient thing.

The Merfolk Council stagnates.
They get 5 food from Zebra corpses!
Ordinarily I'd be pissed about this but they did it to them selves.
Title: Re: Gridhood: Aspects of the Divine!
Post by: SabbaticGoat on June 13, 2018, 01:27:55 pm
Spoiler: If Possible (click to show/hide)
Else:
Holo embues the soil at E4 with magic so that it will never weaken! Best used in conjunction with the Giant Flint Sickle of Harvesting.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Atomic Chicken on June 13, 2018, 02:10:09 pm
The Xekarni
Spoiler: actions (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 13, 2018, 05:20:57 pm
Jotun Oligarchy

I'm going to try adding a new spoiler to my actions called "Probable FP Triggers" to this turn. The GM can safely ignore it, but it might save them the effort of looking up what each Jotun action might do that could trigger a god. Needless to say, I can miss things or include non-things in this spoiler.

Spoiler: Doublecheck (click to show/hide)
Spoiler: Action Post (click to show/hide)
Spoiler: Possible FP Triggers (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 13, 2018, 05:43:15 pm
Spoiler: Jotun (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 13, 2018, 05:46:06 pm
Well... Nobody ever told the Jotun Oligarchy what a sickle is.
Title: Re: Gridhood: Aspects of the Divine!
Post by: SabbaticGoat on June 13, 2018, 05:48:32 pm
Well... Nobody ever told the Jotun Oligarchy what a sickle is.

True, good point.
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on June 13, 2018, 06:56:57 pm
Keerim waits for more FP, and whistles at the duck(not actually doing anything)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 13, 2018, 07:59:13 pm
Mabel
Make the fountain of rebirth at K1, immersion in the fountain causes one to be reborn, healthy, young, and triggering any one-birth effects, whilst retaining skills and experiences.
create the Pearl of far-seeing at F6, holding this large pearl and concentrating on a location lets one see what is happening there, useful for scouting, spying, and leraning what other civs know/do/research.
Observe how the seagulls at B4 handled the environment they were in become much colder and no longer seaside.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 13, 2018, 11:34:08 pm
Spoiler: If Possible (click to show/hide)
Most likely not possible.
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on June 13, 2018, 11:42:23 pm
 Farsky acts
Frustrated in his carelessness he reaches out and congragulates ymir on their victory over the colossus. Then, he starts a divine project, the titangate, a tile at h5, investing all 17 FP into it.
The titangate is a vast mountain that acts as a gateway to the realm of the colossi, letting one of the beasts and a horde of other, smaller monsters into the realm every few turns. The colossi are similar to the demihuman colossus that was slain there. The beasts are just flavor text mostly, anything that can get past them can fight the colossi they serve anyway. It also has magic ore, and lightning.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 14, 2018, 05:54:34 am
Turn 19 - The Stone Age
(https://i.imgur.com/EKt6slq.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Game Events:
The Zebras at G7 worship Blarg!  The Swamp god gains 2 FP!
The Violent man-eating seagulls at B4 move to C4 in search of better hunting grounds!  Keerim gets 3 FP!
Bakhon the Wondrous uses magic to build an ornate palace at H5!  Izzith gets 5 FP!!!

Godly actions of note:

Disci Zaps discipline into a Cait Sith apprentice for 3 FP.
Nagas creates a Tropical Beach at B5.  Then Nagas spends 5 FP to teach the Aggressive Swamp Pygmies how to speak Dipnoi, and how to build houses.
Blarg teaches nonviolent worship to the Zebras for 5 FP.
Holo imbues the soil of the plains at E4 with magic for 5 FP.
Mabel creates the Fountain of Rebirth at K1 for 5 FP.  Then Mabel creates the Pearl of Far-seeing at F6 for 5 FP.  Then Mabel observes the seagulls.  They aren't doing that great, but are surviving.
Farsky creates the divine project "Titangate" and puts 17 FP into it!

Civilization actions:

Dipnoi Republic
7 Workers research Snake Taming and the tech is complete!  Nagas gets 3 FP!
3 Workers forage for Food in I7 with 3 Blowdarts for self defence and find 8 food.
2 Workers hunt in J7 with 2 Blowdarts and get 5 food.  The natives attack!  Several pygmies are slaughtered!  Malvol gets 3 FP!  1 worker is injured!  Blarg gets 1 FP!  The pygmy corpses are not palatable!
Feed 2 Food to the Tame Giant Anaconda.

Orassan Empire
3 workers work at the farmland at B3 with 3 crude tools and 1 bountiful basket and find 15 food.  Holo gets 2 FP!
3 workers research wooden structures.
3 workers forage for wood with 2 crude tools.  For the third turn in a row, the Orassans fail to specify a tile.  One might wonder why they play if they don't read the turn results.
1 worker grabs a crude spear before fishing with it at B3 and gets 3 food.

Hidden Monastery
3 workers forage on J8 and find 7 food.
2 workers forage on K8 and find 4 food.
1 worker researches Enter the Dragon and the tech is finished!
1 worker attempts to teach another Cobra-style, but they do not yet understand the master-student relationship.  Instead, they research Sensei Tradition.
3 food spent to create a new worker.

Cait Sith
1 Philosopher argues.  Izzith is intrigued by this strange new activity on the magic tile.  He gets 1 FP.
1 Writer researches Spiritualism.
4 Apprentices research Magic Runes.  1 Apprentice listens to the Philosopher and makes a breakthrough!  But the difficult tech is still not completed!
2 workers grab crude spears and fish at J-1 and get 3 food.
2 workers grab crude spears and fish at K-1 and get 5 food.  Izzith is bored.
A magical fountain appears!  One worker can bathe in it a turn!  It requires an action!

The Merfolk Council
1 worker with a Masterful fishing net at F6 moves to G6 and uses the Masterful fishing net to fish and gets 4 food.
1 worker with a Masterful fishing net at E7 moves to F7 and uses the Masterful fishing net to fish and gets 5 food.  ("1 worker fishes at F7 with 1 masterful fishing net" would be sufficient)
1 worker gathers at F7 and finds 1 food.
1 worker gathers at E6 and finds 2 food.
2 workers research coral farming and the tech is complete!  Holo gets 3 FP!
1 worker attempts some research but the Merfolk don't have the logistics needed.
2 workers attempt to pray but don't have the logistics needed.  (you have 5 logistics)

The People
Ymar with !*Rehield*! and the Armor of Purity and 2 workers with 2 crude spears hunt at H5 and find 6 food.  The party observes what appear to be air and earth spirits building some kind of ornate palace.
3 workers with 2 crude tools forage at H5 and find 8 food.
3 workers make 3 crude tools.
3 food is spent to make a new worker.

The Xekarni
2 moderately and 1 slightly snake-like workers (armed with 3 crude spears) forage for food at H6 using 3 crude tools.  1 worker is injured by a snake bite!  Nagas gets 1 FP!  The workers report difficulty in foraging in a swamp.  Blarg is amused, and gets 1 FP!  They find 4 food.
2 spear warriors and 1 worker (armed with 3 crude spears) hunt at H6.  The workers report difficulty in hunting in a swamp.  They get 3 food.
Goruk, 1 horse tamer (armed with 2 crude spears), and 2 workers research Sentry Duty and the tech is complete!

The Jotun Oligarchy
5 workers using no tools and 1 Greenthumb using the artifact "Bountiful Basket" Harvest from the Orchard at C4 and find 31 food.  Holo is excited by the bountiful harvest!  She gets 5 FP!!  Izzith gets 1 FP!
3 workers ranch the herd of Abundant Egg-Laying Harmless Snakes at E4 and get 11 food.  Nagas gets 1 FP!
1 Bountiful Gatherer (ate bloodberry) wields the artifact "Giant-sized Flint Sickle of Harvesting" and forages for Stone at C3 and gets 6 stone.  Izzith gets 1 FP!
5 workers begin research on Stonecrafting.
1 Food is fed to the Tame Cobras.

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Atomic Chicken on June 14, 2018, 06:31:32 am
2 spear warriors and 1 worker (armed with 3 crude spears) hunt at H6.  The workers report difficulty in hunting in a swamp.  They get 3 food.

((Huh, I expected hunting to be easy here considering the abundance of game. Isn't the place meant to be crawling with edible snakes?))

The Xekarni
Spoiler: actions (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 14, 2018, 06:33:22 am
I just noticed an accounting mistake. The Dipnoi Republic should be out of Reagents, as they used up all of them to heal a Worker on turn 17.

Dipnoi Republic
These pygmies ended up being unrefined and aggressive! It would be wise for us to properly consider how to deal with them. Our workers reported that these savages could speak our language, so maybe a peaceful solution could be attained. We will take a decision later, as another Year of Change is coming soon. As our Food reserves are low, it would be wise to focus on gathering sustenance for now.

And now that we understand the ways of the snakes, we will be able to make them our allies.


Spoiler: Actions (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 14, 2018, 07:04:04 am
Cait Sith
1 Philosopher bathes in the Spring.

2 pick up crude spears and fish at J-1
2 pick up crude spears and fish at K-1
The other 5 research Magic Runes, with the disciplined apprentice using the Arcanum Botanica for reference.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on June 14, 2018, 07:28:36 am
Why the fuck are half the techs dark blue in the civ spoilers?

Orassan Empire

3 workers work at the farmland at B3 with 3 crude tools and 1 bountiful basket
3 workers research wooden structures.
3 workers forage for wood with 2 crude tools at B3
1 worker grabs a crude spear before fishing with it at B3
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 14, 2018, 07:36:08 am
Why the fuck are half the techs dark blue in the civ spoilers?

The techs now appear to alternate between blue and black text so that they are easier to tell apart. Either that or half of the techs are special techs and they coincidentally occurred in a pattern that only affects every other tech.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Atomic Chicken on June 14, 2018, 07:37:09 am
Why the fuck are half the techs dark blue in the civ spoilers?

To increase readability by making the chunks of text for each tech easier to distinguish. Temper the attitude.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on June 14, 2018, 07:43:34 am
Why the fuck are half the techs dark blue in the civ spoilers?

To increase readability by making the chunks of text for each tech easier to distinguish. Temper the attitude.

Well it just makes it more frustrating to read.

At least make half of them comic sans instead of dark blue.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Oblivion2007 on June 14, 2018, 08:09:21 am
I thought for a moment there that The People were trying to fight Bakhon and was getting a little worried. I'm almost positive that Bakhon would have crushed them but still. I guess he thought that his current living standards were well below what was required of the great Bakhon and basically ignored them to build himself a pimped out crib.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on June 14, 2018, 09:12:54 am
Hey mr gm, when i became god of discipline i meant discipline as in dedication to the fullest not necessarily military discipline. Just wanted to mention that
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on June 14, 2018, 09:32:38 am
Hay I got a question, can I spend FP to improve a tile, meaning can I improve the building on G7 without having to recreate the tile?

Blarg wonders around G7 with the Zebras and watches what they are doing.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on June 14, 2018, 10:01:20 am
The People
Action 1:
3 workers
research Woodcutting
Action 2:
Ymar with !*Rehield*! and the Armor of Purity
and 2 workers with 2 crude spears
fish at G4
Action 3:
1 worker
researches Primitive Furniture
Action 4:
3 workers
research Stone

0 new workers
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 14, 2018, 10:02:10 am
I kinda want to know what being a disciplined apprentice does..
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on June 14, 2018, 10:20:56 am
IMO he gets up earlier in the morning to work and also works harder and goes to bed later than the others...
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on June 14, 2018, 01:48:42 pm
Keerim zaps one of The People into a half-secretary bird so that he can better defend his tribe against the snaky raiders that seem to be bothering them

(can I improve the seagulls with the 3FP I have left? if so then also do this:)Improve the seagulls' (C4) intelligence and cooperation, so that they can hunt more effectively ok, can't do this yet
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on June 14, 2018, 01:51:03 pm
Anyone want to help me with my project?
I no longer have the FP income to do it in any reasonable amount of time, So...
Mabel? Malvol? Blarg? Nagas?Amastay? Izzith?Holo? Keerim? Any of you up for helping me with my large project?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 14, 2018, 02:50:51 pm
((Huh, I expected hunting to be easy here considering the abundance of game. Isn't the place meant to be crawling with edible snakes?))
Edible? I don't remember making them edible. They do try to eat you, though. (Nicely.)

Nagas feels a deep sense of approval now that the Dipnoi have unlocked the secrets of snek! He creates another tame giant anaconda, of the opposite sex as the last one, at I6 so that they can use this knowledge to increase the amount of snek in the world.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on June 14, 2018, 03:15:26 pm
Hidden Monastery

3 workers forage food on J8
3 workers forage wood on K8
1 worker with cobra-style martial art and 2 workers research Sensei Tradition
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on June 14, 2018, 03:22:51 pm
Keerim zaps one of The People into a half-secretary bird so that he can better defend his tribe against the snaky raiders that seem to be bothering them

(can I improve the seagulls with the 3FP I have left? if so then also do this:)Improve the seagulls' (C4) intelligence and cooperation, so that they can hunt more effectively

I appreciate the offer, but I'm fine. I have Ymar.
Title: Re: Gridhood: Aspects of the Divine!
Post by: SabbaticGoat on June 14, 2018, 03:34:20 pm
Holo bides her time, observing carefully the situation before her.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on June 14, 2018, 04:20:49 pm
Keerim zaps one of The People into a half-secretary bird so that he can better defend his tribe against the snaky raiders that seem to be bothering them

(can I improve the seagulls with the 3FP I have left? if so then also do this:)Improve the seagulls' (C4) intelligence and cooperation, so that they can hunt more effectively

I appreciate the offer, but I'm fine. I have Ymar.

Speaking of which, having you been getting any of my PMs?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 14, 2018, 04:41:18 pm
Jotun Oligarchy

The Jotun Oligarchy decides that it is time to use the bloodberries that were previously harvested to ensure the safety of their Giant Orchard. Neither Seagulls, Eskimos, or Creatures of the Red Moon that will obviously show up this turn, will seize control of this tile!

Spoiler: Doublecheck (click to show/hide)
Spoiler: Action Post (click to show/hide)
Spoiler: Possible FP Triggers (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on June 14, 2018, 04:48:28 pm
Keerim zaps one of The People into a half-secretary bird so that he can better defend his tribe against the snaky raiders that seem to be bothering them

(can I improve the seagulls with the 3FP I have left? if so then also do this:)Improve the seagulls' (C4) intelligence and cooperation, so that they can hunt more effectively

I appreciate the offer, but I'm fine. I have Ymar.

Speaking of which, having you been getting any of my PMs?

Yes. I've just been researching other techs in hope of reducing the number of workers I have to dedicate to food collection.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 14, 2018, 07:02:22 pm
I just noticed an accounting mistake. The Dipnoi Republic should be out of Reagents, as they used up all of them to heal a Worker on turn 17.
Fixed, thanks.
Why the fuck are half the techs dark blue in the civ spoilers?
To increase readability by making the chunks of text for each tech easier to distinguish. Temper the attitude.
Yeah.  The tech sections were becoming monochrome walls of text.
I thought for a moment there that The People were trying to fight Bakhon and was getting a little worried. I'm almost positive that Bakhon would have crushed them but still. I guess he thought that his current living standards were well below what was required of the great Bakhon and basically ignored them to build himself a pimped out crib.
Exactly.  8)
Hey mr gm, when i became god of discipline i meant discipline as in dedication to the fullest not necessarily military discipline. Just wanted to mention that
Which is why I've been giving you FP when workers train to become something.  Training for an occupation takes discipline.

(can I improve the seagulls with the 3FP I have left? if so then also do this:)Improve the seagulls' (C4) intelligence and cooperation, so that they can hunt more effectively
I've been charging Blarg 5 when he improves the Zebras.  So I'll have to say it'll cost 5 FP.
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on June 14, 2018, 08:11:47 pm
(can I improve the seagulls with the 3FP I have left? if so then also do this:)Improve the seagulls' (C4) intelligence and cooperation, so that they can hunt more effectively
I've been charging Blarg 5 when he improves the Zebras.  So I'll have to say it'll cost 5 FP.

Ok, I'll edit it out of my action then
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on June 14, 2018, 08:46:11 pm
(can I improve the seagulls with the 3FP I have left? if so then also do this:)Improve the seagulls' (C4) intelligence and cooperation, so that they can hunt more effectively
I've been charging Blarg 5 when he improves the Zebras.  So I'll have to say it'll cost 5 FP.

Ok, I'll edit it out of my action then

Or you could do that instead of helping me. I don't really need another dedicated warrior right now.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 15, 2018, 12:31:43 am
Mabel
Create a Fey Hair-Ribbon at F6. One that weaves this ribbon into their hair will change into a magical demihuman well-adapted for the terrain they're in, and will keep shifting as they move from place to place or the tile changes about themselves. This enables the wearer to explore freely and to easily self-sustain during their travels, as well as providing a measure of protection from threats. Removal of the hair-ribbon will return them to their normal form.
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on June 15, 2018, 12:38:20 am
(can I improve the seagulls with the 3FP I have left? if so then also do this:)Improve the seagulls' (C4) intelligence and cooperation, so that they can hunt more effectively
I've been charging Blarg 5 when he improves the Zebras.  So I'll have to say it'll cost 5 FP.

Ok, I'll edit it out of my action then

Or you could do that instead of helping me. I don't really need another dedicated warrior right now.

It should also be good for hunting, so you can use the guy to get food too
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 16, 2018, 12:08:10 am
Turn 20 - The Stone Age - Year of the Bird
(https://i.imgur.com/EKt6slq.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Game Events:
The Zebras at G7 worship Blarg!  The Swamp god gains 1 FP!
The Year of the Bird has arrived!  Expect peculiar avian behavior!  Keerim gets 3 FP!

Godly actions of note:

For 3 FP, Keerim Zaps a worker of The People into a half-secretary bird!
For 5 FP, Nagas creates another Tame Giant Anaconda and places it at I6.
Mabel does not have enough FP to create the Fey Hair-Ribbon.  (+5 for makes demihuman, +5 for removes terrain restrictions, +5 for provides protection = 15 FP)

Civilization actions:

The Xekarni
The injured worker is healed using 3 reagents.
3 workers (armed with 3 crude spears) forage for food at I4 using 3 crude tools and get 8 food.
1 spear warrior and 2 workers (armed with 3 crude spears) hunt at J6 and get 7 food.
1 horse tamer and 1 worker research Equestrianism.
Goruk sentries at I4 with 1 crude spear.
1 spear warrior sentries at I5 with 1 crude spear.
The Xekarni are attacked by giant eagles at I5!  All warriors on sentry duty return to defend their settled tile!  The warriors fight off the attack with no injuries!  Several giant eagles are slaughtered for 5 food!  Malvol gets 2 FP!  Farsky gets 1 FP!  Keerim gets 1 FP!

Dipnoi Republic
1 Worker trains to become a Snake Tamer.  Disci gets 3 FP!
3 Workers hunt in I7 with 3 Blowdarts and get 10 food.
3 Workers forage for Food in I6 and get 10 food.
3 Workers forage for Food in H6 with 3 Blowdarts for self-defence and find 7 food.  One worker is injured by snakebite!  Nagas gets 1 FP!
1 Worker starts building a Ranch in I6.
2 food fed to the Tame Giant Anaconda.  Another Anaconda arrives!
A plague of crows descends on the Dipnoi's settled tile!  6 food is stolen by crows!  Keerim gets 2 FP!  Blarg gets 1 FP!

Cait Sith
1 Philosopher is ordered to bathe in the magic spring, but the philosopher argues that he is an idealist, and that through the application of Pure Thought, he has determined that uncleanliness as a concept is based on empirically-misguided materialism, and therefore does not really exist.  Izzith is amused, and gets 1 FP.
2 workers pick up crude spears and fish at J-1 and get 5 food.
2 workers pick up crude spears and fish at K-1 and get 5 food.
The other 5 (4 apprentices and 1 writer?  Please be explicit to help GM) research Magic Runes and the research is complete!  Izzith gets 5 FP!!!
Angry birds circle overhead but are repulsed by the philosopher's stench!!!

Orassan Empire
3 workers work at the farmland at B3 with 3 crude tools and 1 bountiful basket and get 15 food.  Holo gets 1 FP!
3 workers research wooden structures.
3 workers forage for wood with 2 crude tools at B3 and get 11 wood.
1 worker grabs a crude spear before fishing with it at B3 and gets 3 food.
Birds of Ill-Omen circle overhead!  Panic ensues, and 2 workers are injured! Keerim gets 2 FP!

The People
3 workers research Woodcutting.
Ymar with !*Rehield*! and the Armor of Purity and 2 workers with 2 crude spears fish at G4.  Ymar is not able to fish with !*Rehield*!.  The workers who have no boats must fish from shore, and get 3 food.
1 worker researches Primitive Furniture.
3 workers research Stone.
Crazed pelicans attack the party at G4!  Ymar repells them!  1 worker is injured!  Pelicans are butchered for 3 food.  Malvol gets 1 FP.  Keerim gets 1 FP.

Hidden Monastery
3 workers forage food on J8 and find 9 food.
3 workers forage wood on K8 but are not yet able to cut wood, so forage for food instead.  They get 4 food.
1 worker with cobra-style martial arts and 2 workers research Sensei Tradition.  They make a breakthrough, and the research is completed!  Disci gets 2 FP!
Birds of Paradise alight on the Monastery!  All research gets a bonus this turn!  Keerim gets 3 FP!

The Jotun Oligarchy
5 workers using no tools and 1 Greenthumb using the artifact "Bountiful Basket" Harvest from the orchard at C4 and get 33 food!!  Holo gets 4 FP!  The Aggressive Carnivorous Seagulls become crazed and attack with a furious bloodlust!  1 worker is injured and 1 worker is killed!  Malvol gets 3 FP!  Keerim gets 3 FP!
2 workers eat 2 bloodberries at C4.
1 worker and 1 Bountiful Gatherer (ate bloodberry) wields the artifact "Giant-sized Flint Sickle of Harvesting" and forages for Stone at C3 and gets 6 stone.  Izzith gets 1 FP!
5 workers research Stonecrafting.
1 Food is fed to the Tame Cobras.

The Merfolk Council stagnates.

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 16, 2018, 12:42:18 am
Dipnoi Republic
The fury of feathered Keerim is upon us! At least, it was not Keas, let us give our thanks to Keerim later for sparing us from a kea plague. And praise Nagas for blessing us with another of its great children!

Spoiler: Actions (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 16, 2018, 12:52:24 am
Dipnoi Republic
1 Snake Tamer trains the Tame Giant Anaconda for Hunting
I made a mistake.  I wrote in your tech that you can train wild nonsentient snakes, but I meant to write tame wild nonsentient snakes.  I'm not sure if I'll allow training animals to do specific things, 'cause that would be yet more record keeping
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 16, 2018, 12:59:59 am
Dipnoi Republic
1 Snake Tamer trains the Tame Giant Anaconda for Hunting
I made a mistake.  I wrote in your tech that you can train wild nonsentient snakes, but I meant to write tame wild nonsentient snakes.  I'm not sure if I'll allow training animals to do specific things, 'cause that would be yet more record keeping
No problem with that, that's actually a relief. I was worried Tame animals had to be trained before being able to be ordered. Editing my action!
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 16, 2018, 01:08:49 am
Mabel
Wait
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on June 16, 2018, 03:09:23 am
Hidden Monastery

Hm... Creatures of feathered god had helped. Noted.

3 workers forage food on J8
2 workers forage wood on K8
1 master cobra-style martial artist and 3 workers research Wood Cutting (Kicks) move that would enable foraging for lesser trees at least
3 food spent to create a worker
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 16, 2018, 03:19:46 am
I'm loving the direction the Hidden Monastery is taking, haha. Also congrats to the Cait Siths for unlocking Magic Runes!
Title: Re: Gridhood: Aspects of the Divine!
Post by: SabbaticGoat on June 16, 2018, 03:48:58 am
Holo contributes 5 FP to the Divine project, Titangate!
Holo spends some FP to teach the Jotun Oligarchy how to farm using sickles!

I didn't think I'd have to do that last one, but yet here I am.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on June 16, 2018, 04:01:09 am
Disci zaps a Cait Sith to be disciplined and uses 4fp to support titangate
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on June 16, 2018, 04:06:18 am
Keerim
Well that was interesting. When in doubt, trust the random number birds I guess

Make the research boosting birds of paradise on J9 permanent, with a +0.1 bonus per worker
Improve the seagulls' (C4) intelligence and cooperation, so that they can hunt more effectively
4FP to the titangate
Title: Re: Gridhood: Aspects of the Divine!
Post by: Kimino394 on June 16, 2018, 06:33:21 am
Posting for interest, might join in at some point.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on June 16, 2018, 07:45:59 am
Orassan Empire
Come to think of it, we're actually a pretty sustainable civilization, ready in case of a famine!

3 workers work at the farmland at B3 with 3 crude tools and 1 bountiful basket.
1 worker researches wooden structures.
2 workers get bed rest to heal
3 workers forage for wood with 2 crude tools at B3
1 worker grabs a crude spear before fishing with it at B3
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on June 16, 2018, 08:31:46 am
Blarg spends some FP to teach the Zebras how to gather wood and how to do wood working and wood carving, then he puts 3FP towards the Titangate.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 16, 2018, 09:16:28 am
Cait Sith

1 Philosopher argues.
The 4 Apprentices restart research on Advanced Magic Theory. The Disciplined Apprentice uses the Arcanum Botanica as reference.

2 workers grab crude Spears and fish at J-1.
2 workers grab crude Spears and fish at K-1.

The Writer bathes in the Fountain of Rebirth.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on June 16, 2018, 10:32:16 am
The People
Action 1:
3 workers forage at H4 with 3 crude tools
Action 2:
3 workers forage at H5 with 3 crude tools
Action 3:
Ymar with !*Rehield*! and the Armor of Purity
The half-secretary bird with a crude spear
A worker with a crude spear
hunt at H4
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 16, 2018, 10:37:36 am
Nagas Zaps one worker of the Hidden Monastery with mastery over the python-style martial arts! The python-style martial arts mainly involve crushing things in the martial artist's fearsome grip or embrace. And by "mainly" I mean "entirely". This costs 3FP!
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 16, 2018, 11:06:48 am
Shouldn't the Bloodberried workers have fought back? I can understand how it may or may not work, but I didn't see any reference to them in the combat.

Jotun Oligarchy

The Jotun Oligarchy identifies the threat that the seagulls pose, and immediately prepare to avert the threat in the future. All available workers immediately drop what they are doing and begin research on a weapon that can attack from range; a device known as a Sling used to hurt stone at high speed. Next time they have to deal with the seagulls they do not intend to lose.

Spoiler: Doublecheck (click to show/hide)
Spoiler: Action Post (click to show/hide)
Spoiler: Possible FP Triggers (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on June 16, 2018, 02:41:22 pm
Farsky is grateful
Thank you everyone for supporting my divine project. With that I put my three fP into the titangate project
Title: Re: Gridhood: Aspects of the Divine!
Post by: Atomic Chicken on June 16, 2018, 02:54:51 pm
((The worker healed this turn is still marked 'injured'.))

The Xekarni

Confident in the security provided by the new sentry routines, the tribe as a whole explores the horse-prophet's celestial visions with heightened fervor.
Spoiler: actions (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 16, 2018, 04:59:18 pm
((The worker healed this turn is still marked 'injured'.))

Fixed

Shouldn't the Bloodberried workers have fought back? I can understand how it may or may not work, but I didn't see any reference to them in the combat.

The 2 that ate them this turn don't get the bonus until the end of the turn.  In any case, I don't think the bloodberry buff would help much against a horde of flying crazed carnivorous seagulls.

Keerim
Make the research boosting birds of paradise on J9 permanent

A permanent research boost would be very, very powerful.  I don't even know how much it should cost.  What do you guys think?  50 FP? 100?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 16, 2018, 05:03:06 pm
It would be a minimum of 30 in my game, but FP generation is much slower in my game. I'm thinking the equivalent in your game would maybe be 100 FP?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 16, 2018, 05:20:37 pm
It depends on the potency of the research boost to me. Using the Swamp of Strength, I would say 10 or 15 FP for a pzrmanent boost applying to basic and semi-intermediate techs, as in those costing less than 10RP.

Or maybe 15FP minimum if we are using creature costs, in which case you could also have these birds migrate randomly if you feel their effect starts going out of hand.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 16, 2018, 05:59:30 pm
I'll also mention that I'm pretty sure that seagulls are substantially smaller than humans, let alone giants. The bones of any normal bird would need to be hollow so that they are light enough to fly which makes them pretty vulnerable to blunt attacks such as punches.

Know what? I'm just going to assume that the "Year of the Bird" effect on them was simply astronomical and multiplied their strength by no less than 500%, to be able to fight against eight giants and take no casualties.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 16, 2018, 06:18:15 pm
I'll also mention that I'm pretty sure that seagulls are substantially smaller than humans, let alone giants. The bones of any normal bird would need to be hollow so that they are light enough to fly which makes them pretty vulnerable to blunt attacks such as punches.

Know what? I'm just going to assume that the "Year of the Bird" effect on them was simply astronomical and multiplied their strength by no less than 500%, to be able to fight against eight giants and take no casualties.
Sure, a giant could swat a single seagull and crush it, assuming he managed to hit it.  But we're talking about a crazed flying horde, diving at you repeatedly and biting at your eyes.  I don't think any amount of super speed and strength would help much.  It's kind of like if you step on a mound of fire ants.  One or a few fire ants are easily crushed, but thousands of them swarming your leg is another story.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 16, 2018, 06:23:26 pm
Well, we do have fire breathing horses :p

I imagine that the Giants reenacted a live version of The Birds movie. With super seagulls.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 16, 2018, 09:57:45 pm
Well, I would still think the Giants would hit the FIRST seagull that went at them with their longer reach.
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on June 16, 2018, 11:42:13 pm
Keerim
Make the research boosting birds of paradise on J9 permanent

A permanent research boost would be very, very powerful.  I don't even know how much it should cost.  What do you guys think?  50 FP? 100?
What would it cost to keep it, but have it restricted to bird related things? ex. a martial arts style that emulates the movement of birds
Or maybe make it weaker, like 1.1 research be worker used?(not sure what the boost is though)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 17, 2018, 12:06:08 am
Or maybe make it weaker, like 1.1 research be worker used?(not sure what the boost is though)
0.1 bonus research per worker would be pretty reasonable, I guess.  You could make a flock of birds that give that bonus when they're in your tile.  How about we say 10 FP per +0.1 given.
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on June 17, 2018, 12:14:44 am
Or maybe make it weaker, like 1.1 research be worker used?(not sure what the boost is though)
0.1 bonus research per worker would be pretty reasonable, I guess.  You could make a flock of birds that give that bonus when they're in your tile.  How about we say 10 FP per +0.1 given.
Ok, cool
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 17, 2018, 05:14:25 am
Turn 21 - The Stone Age
(https://i.imgur.com/EKt6slq.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Game Events:
The Zebras at G7 worship Blarg!  The Swamp god gains 2 FP!
The Year of the Bird has passed!

Godly actions of note:

Holo adds 5 FP to the divine project "Titangate".  Then Holo spends 1 FP to teach the Jotun the proper way to use sickles!  (Note:  does not force the Jotun to use them the right way!)
For 3 FP, Disci Zaps discipline into a Cait Sith writer.
Keerim makes Birds of Paradise at J9 for 10 FP!  Then Keerim increases the intelligence of the Violent Man-eating Seagulls at C4 for 5 FP!  Then Keerim adds 4 FP to the divine project "Titangate".
Blarg spends 5 FP to give the gift of woodworking to the Zebras.  Blarg  adds 3 FP to "Titangate".
Nagas Zaps one worker of the Hidden Monastery with mastery over the python-style martial arts for 3 FP.
Farsky adds 3 FP to the divine project "Titangate".

Civilization actions:

Dipnoi Republic
1 Worker trains to become a Snake Tamer.
3 Workers and 1 Snake Tamer hunt in H7 with 4 Blowdarts and 1 Tame Giant Anaconda and find 12 food.  The Pygmies, awed by the Giant Anaconda, watch the party from hidden positions  Nagas gets 3 FP!
3 Workers research Mud Brick.
3 Workers research Architecture.
4 Food is fed to the 2 Tame Giant Anacondas.
The injured worker rests.

Hidden Monastery
3 workers forage food on J8 and find 8 food.
2 workers forage wood on K8 and find 7 food.
1 master cobra-style martial artist and 3 workers research Wood Cutting.
3 food spent to create a worker.

Orassan Empire
3 workers work at the farmland at B3 with 3 crude tools and 1 bountiful basket and get 15 food.  Holo gets 1 FP!
1 worker researches wooden structures.
2 workers get bed rest to heal.
3 workers forage for wood with 2 crude tools at B3 and get 7 wood.
1 worker grabs a crude spear before fishing with it at B3 and gets 3 food.

Cait Sith
1 Philosopher argues.  Izzith gets 1 FP.
The 4 Apprentices attempt to restart research on Advanced Magic Theory.  The tech is still stalled. 1 apprentice realizes that books are probably necessary to make spellbooks, which are also necessary.  1 apprentice thinks that some kind of material to make books out of must be researched.  1 apprentice plays grabass with the philosopher.  1 disciplined apprentice rereads the back section of Arcanum Botanicum that describes some kind of mysterious building.  He now thinks the name of it might be "Hegwerts".
2 workers grab crude Spears and fish at J-1 and get 6 food.
2 workers grab crude Spears and fish at K-1 and get 5 food.
The Writer bathes in the Fountain of Rebirth.  It's like the writer is reborn!  The writer becomes demihuman and extra magical!  Mabel gets 3 FP!  Izzith gets 3 FP!

The People
3 workers forage at H4 with 3 crude tools and find 11 food.
3 workers forage at H5 with 3 crude tools and find 10 food.  The workers are awed by the palace of Bakhon the Wondrous in the distance.  It makes them feel inadequate.  The People get 1 tech point in tech Djinn Restlessness.
Ymar with !*Rehield*! and the Armor of Purity, The half-secretary bird with a crude spear, and 1 worker with a crude spear hunt at H4 and find 8 food.

The Jotun Oligarchy
2 workers research Stonecrafting and the tech is complete!  Amastay gets 2 FP.
7 workers, 2 workers (ate bloodberries), 1 bountiful gatherer and 1 Greenthumb worker research Slings and the tech is complete!
1 Food is fed to the Tame Cobras.
4 Food is spent to create a new worker.  Farsky gets 1 FP!  Mabel gets 1 FP!

The Xekarni
Goruk sentries at I5 with 1 crude spear.
5 workers research Equestrianism.
1 horse tamer, 2 spear warriors and 1 worker research Equine Fire*

The Merfolk Council stagnates.

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on June 17, 2018, 05:34:26 am
Disci zaps a Cait Sith to be disciplined

Why don't you consider researching self discipline Cait Sith? I figure the more disciplined your workers are the faster you will reach your goals...
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 17, 2018, 05:52:48 am
Dipnoi Republic
The future of the Republic seems bright. I dreamt of great edifices, of a grand castle of strong and lustrous mud... If we continue along this blessed path, soon this dream will become reality.

Spoiler: Actions (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on June 17, 2018, 06:34:18 am
Orassan Empire

At what point do you decide "Fuck it" and forget to order actions by the workers doing them? I don't know. I think our empire's leader, Gilbert, hates organizing things unless necessary.

3 workers work at the farmland at B3 with 3 crude tools and 1 bountiful basket.
1 worker researches wooden structures.
3 workers forage for wood with 2 crude tools at B3
3 workers grabs crude spears before fishing with at B3
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on June 17, 2018, 06:40:58 am
Blarg wonders around G7 and takes note of every thing that is going on with the Zebras, then he puts 2FP towards Titangate.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on June 17, 2018, 08:09:33 am
Hidden Monastery

Martial Styles are very appreciated!

2 workers praise Nagas for help
3 workers forage food on K8
2 master martial artists finish Wood Cutting research
3 workers research Body Strengthening that should allow better survival in climate extremes and in case of dangerous animals
Title: Re: Gridhood: Aspects of the Divine!
Post by: Oblivion2007 on June 17, 2018, 08:31:30 am
Izzith proclaims to all the nations, "Behold the great Izzith, Lord of all Magic! With my power I will create the next great Arcanum, gifting it to the nation who worships me most fervently!"
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 17, 2018, 09:08:58 am
Cait Sith

1 Disciplined Writer cross-classes as an Apprentice.
1 Philosopher argues.
1 Disciplined Apprentice uses the Arcanum Botanica to create a spell to manipulate a tree into creating paper, string, and binding/cover as a harvest.
3 Apprentices figure out how to make paper and books with magic and plants.

The 4 workers pick up their spears and split up to fish at J-1 & K-1, as usual.
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on June 17, 2018, 09:29:50 am
Keerim  adds 1 FP to the titangate
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on June 17, 2018, 10:56:48 am
The People
Action 1:
4 workers research fishing
Action 2:
4 workers research farming
Action 3:
Ymar with !*Rehield*! and the Armor of Purity
The half-secretary bird with a crude spear
hunt at H4
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 17, 2018, 11:46:55 am
I can't seem to find where the effects of knowing how to use a sickle are. I see neither notes, research points nor even a description in the Jotun Oligarchy civilization section

Jotun Oligarchy

The Jotun Oligarchy prepares to take vengeance against the evil seagulls. Since their primary source of food has been impaired as a direct result of Nagas's actions, they do not feel very guilty about having to resort to butchering snakes.

Spoiler: Doublecheck (click to show/hide)
Spoiler: Action Post (click to show/hide)
Spoiler: Possible FP Triggers (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on June 17, 2018, 02:32:57 pm
Amastay creates a forest at G3 for 1 fp.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 17, 2018, 04:06:39 pm
Nagas Zaps one worker of the Dipnoi with the ability to design mud-brick structures far greater than the petty laws of physics would ordinarily allow (and not have them collapse into a heap of dirt), for 3FP, and then places one tropical beach at A5.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 17, 2018, 04:58:25 pm
Some notes about inactivity:

Every player requires some book keeping, slowing down turn processing.  Even the gods; every turn has to be scanned through to see if their aspect gets triggered.  Inactive players increase GM work and turn processing time without contributing anything in return to the game.  Therefore, players who are inactive for 3 or more turns -- even gods -- will be removed.

The following players are in danger of being removed this turn:

The Merfolk Council
Malvol, god of Slaughter

You don't necessarily have to take any actions to avoid removal.  Simply posting to express interest in the game is sufficient.  If you are on vacation and can't do anything, but still want to play, post in the thread saying so.  I'll let players on vacation who still want to play stagnate for as long as they need.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 17, 2018, 05:14:31 pm
Nagas Zaps one worker of the Dipnoi with the ability to design mud-brick structures far greater than the petty laws of physics would ordinarily allow (and not have them collapse into a heap of dirt), for 3FP, and then places one tropical beach at A5.
Just trying to wrap my head around this.

Are you trying to make a worker who makes buildings that are better than normal?  I think that would cost a lot more than 3 FP.  I'm also not sure how I would implement that in game...
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 17, 2018, 05:15:51 pm
I would recommend giving players at least a 24 hour notice before kicking them, as not every persons schedule allows them to access the internet in less than 24 hours. Especially god players who may have just been waiting for FP. That being said, I would give them one additional turn before kicking them this time.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 17, 2018, 05:25:32 pm
Nagas Zaps one worker of the Dipnoi with the ability to design mud-brick structures far greater than the petty laws of physics would ordinarily allow (and not have them collapse into a heap of dirt), for 3FP, and then places one tropical beach at A5.
Just trying to wrap my head around this.

Are you trying to make a worker who makes buildings that are better than normal?  I think that would cost a lot more than 3 FP.  I'm also not sure how I would implement that in game...
Well, ordinarily, mud building would be very limited in how much you can actually build, especially in the structure height. So I figured I'd try granting them the ability to build things that would not ordinarily be possible to build from mud. Like a mud tower of babel. Does that sound like a thing I can do?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 17, 2018, 05:31:44 pm
I would recommend giving players at least a 24 hour notice before kicking them, as not every persons schedule allows them to access the internet in less than 24 hours. Especially god players who may have just been waiting for FP. That being said, I would give them one additional turn before kicking them this time.
I'm pretty sure the Mefolk have lost interest and will be removed this turn.  I'll give Malvol one more turn since it's possible he might have assumed that gods can go inactive for as long as they want, like in your game.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 17, 2018, 05:34:43 pm
I would recommend giving players at least a 24 hour notice before kicking them, as not every persons schedule allows them to access the internet in less than 24 hours. Especially god players who may have just been waiting for FP. That being said, I would give them one additional turn before kicking them this time.
I'm pretty sure the Mefolk have lost interest and will be removed this turn.  I'll give Malvol one more turn since it's possible he might have assumed that gods can go inactive for as long as they want, like in your game.
This saddens me, but oh well. guess there's be some treasure at the bottom of the sea for people to go find now.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 17, 2018, 05:41:21 pm
Nagas Zaps one worker of the Dipnoi with the ability to design mud-brick structures far greater than the petty laws of physics would ordinarily allow (and not have them collapse into a heap of dirt), for 3FP, and then places one tropical beach at A5.
Just trying to wrap my head around this.

Are you trying to make a worker who makes buildings that are better than normal?  I think that would cost a lot more than 3 FP.  I'm also not sure how I would implement that in game...
Well, ordinarily, mud building would be very limited in how much you can actually build, especially in the structure height. So I figured I'd try granting them the ability to build things that would not ordinarily be possible to build from mud. Like a mud tower of babel. Does that sound like a thing I can do?
Normally before you can build something you can't normally build -- such as a Tower of Babel -- you would have to research something first.  What you are describing is a worker who pretty much ignores tech and builds whatever he wants.  I think this might cost an impossible amount of FP...

Or are you trying to make a worker who can make buildings out of mud that can't normally be made of mud?  So far, the Dipnoi haven't encountered any building that can't be made of mud.  So that worker might be useless...
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 17, 2018, 05:52:59 pm
Or are you trying to make a worker who can make buildings out of mud that can't normally be made of mud?  So far, the Dipnoi haven't encountered any building that can't be made of mud.  So that worker might be useless...
Yes. That. And yes, it's not something I expected to be useful right now. Not until they discover some larger buildings. I just thought it would be interesting to have around for later.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 17, 2018, 06:01:38 pm
Or are you trying to make a worker who can make buildings out of mud that can't normally be made of mud?  So far, the Dipnoi haven't encountered any building that can't be made of mud.  So that worker might be useless...
Yes. That. And yes, it's not something I expected to be useful right now. Not until they discover some larger buildings. I just thought it would be interesting to have around for later.
Ok, I'll allow that for 3 FP.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 18, 2018, 02:07:03 am
Turn 22 - The Stone Age
(https://i.imgur.com/FjYp1Uj.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Game Events:
The Zebras have increased their population!  The Zebras have built wooden houses at G7!  Amastay gets 2 FP!
The Zebras at G7 worship Blarg!  The Swamp god gains 3 FP!
Spudwolf has moved into the Darkwolf Forest at J5!
The Palace of Bakhon the Wondrous levitates while tile H5 reforms into Titangate, then resettles on the ground!
The violent man-eating intelligent seagulls at C4 move to the tropical beach at B5.  Keerim gets 1 FP.

Godly actions of note:
Mistress Goddess Disci Zaps discipline into a Cait Sith apprentice for 3 FP!
Blarg adds 2 FP to "Titangate".
Keerim  adds 1 FP to the divine project "Titangate", completing the project!
Amastay creates a forest at G3.
Nagas Zaps a Dipnoi worker into a Mud Specialist!
Malvol stagnates.  Last warning before removal from the game!

Civilization actions:

Dipnoi Republic
1 Snake Tamer and 2 Workers hunt in J6 with 3 Blowdarts and 1 Tame Giant Anaconda and find 8 food.  Nagas gets 2 FP!
1 Snake Tamer and 2 Workers hunt in J7 with 3 Blowdarts and 1 Tame Giant Anaconda and find 8 food.  Nagas gets 2 FP!
3 Workers research Mud Brick.
3 Workers research Architecture.
4 Food is fed to the 2 Tame Giant Anacondas.

Orassan Empire
3 workers work at the farmland at B3 with 3 crude tools and 1 bountiful basket and find 14 food.  Holo gets 1 FP.
1 worker researches wooden structures.
3 workers forage for wood with 2 crude tools at B3 and get 8 wood.
3 workers grabs crude spears before fishing with at B3 and find 7 food.

Hidden Monastery
2 workers pray to Nagas.
3 workers forage food on K8 and find 7 food.
2 master martial artists finish Wood Cutting research.  Amastay gets 1 FP.
3 workers research Body Strengthening.  The Birds of Paradise inspire the researchers!  Keerim  gets 2 FP!

Cait Sith
1 Disciplined Writer trains as an Apprentice.  Disci gets 2 FP.
1 Philosopher argues.
1 Disciplined Apprentice uses the Arcanum Botanica to cast a spell to manipulate a tree into creating book-making materials.  The spell is cast, creating 1 book-making material.  Izzith is excited about the first spell cast in the game!  He gets 3 FP!
3 Apprentices attempt to figure out how to make paper and books with magic and plants.  The apprentices instead play slap and tickle with each other because that's not how you research tech.
The 4 workers pick up their spears and split up to fish at J-1 & K-1.  (Please don't combine two actions in one sentence.  Last time I'm letting something like this slide.)  They get 12 food.

The People
4 workers research fishing.
4 workers research farming.
Ymar with !*Rehield*! and the Armor of Purity and the half-secretary bird with a crude spear hunt at H4 and get 6 food.

The Jotun Oligarchy
2 workers (ate bloodberries) and 1 bountiful gatherer (ate bloodberries) Butcher at the ranch at E4 and get 12 food.  Nagas gets 2 FP!
2 workers and 1 Greenthumb worker using the artifact "Bountiful Basket" Forage for food at E4 and find 8 food.  (worst possible roll!)  (edit: added 4 food because I forgot that E4 is now a special tile)
6 workers work on creating Slings.  The violent man-eating intelligent seagulls are observed spying on you with an eerily intelligent glint in their eyes.  Keerim gets 1 FP.
3 workers forage for food at D4 and find 6 food.
1 Food is fed to the Tame Cobras.

The Xekarni stagnate.

The Merfolk Council are eaten by a whale!  The Merfolk Council are no more!!!

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on June 18, 2018, 02:49:14 am
So, two workers worshipping Nagas got zero FP in return? Am I missing something important here?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 18, 2018, 03:39:50 am
It gives Nagas 1 FP per worship. the workers get nothing in return.

the map doesn't show the monastary's position as a settlement.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 18, 2018, 03:55:36 am
So, two workers worshipping Nagas got zero FP in return? Am I missing something important here?

Nagas had 4 FP on turn 21.  He spent 3 but gained 1+8 on turn 22 for a total gain of 6.  6+4=10 FP.

the map doesn't show the monastary's position as a settlement.

That's because it's hidden.

Actually, it's because I keep forgetting to draw it in.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on June 18, 2018, 04:12:38 am
Disci creates Tallamon the Hero Trainer for 5fp at J1. Tallamon is a 7m tall humanoid with three eyes. It has an ascetic body can speak and likes to train heros that are showing self-discipline to excell at their skills.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on June 18, 2018, 04:13:43 am
It gives Nagas 1 FP per worship. the workers get nothing in return.
So, two workers worshipping Nagas got zero FP in return? Am I missing something important here?

Nagas had 4 FP on turn 21.  He spent 3 but gained 1+8 on turn 22 for a total gain of 6.  6+4=10 FP.
Thanks! Missed it because FP gains from worship were not mentioned in my turn.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 18, 2018, 06:48:37 am
Dipnoi Republic
Praise Nagas! One of our kin has been enlightened to the secrets of mud. Surely we will greatly benefit from it!

Spoiler: Actions (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on June 18, 2018, 06:56:30 am
Praise Nagas! One of our kin has been enlightened to the secrets of mud. Surely we will greatly benefit from it!

sigged
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 18, 2018, 08:36:17 am
Cait Sith

2 Workers pick up Crude Spears to fish at J-1
2 Workers pick up Crude Spears to fish at K-1

All 5 Apprentices study Bookmaking. They use the Arcanum Botanica as an aid on how to make a book.

The Philosopher Argues.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on June 18, 2018, 08:48:25 am
Hay Zazmio awhile back people were talking about civs getting a second trait is there a chance that gods could get a second aspect, I'm mostly curious if it could happen. Also do civs get fire or do they have to research it?

"If any body needs me I'm available."
Blarg sits at G7 with the Zebras whilst waiting for some answers to some questions.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 18, 2018, 09:15:00 am
Can we get some Large Luminous Trees within our Mangroves? Tree-housing sounds useful.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on June 18, 2018, 09:58:17 am
The People
Action 1:
2 workers research Stone
Action 2:
1 worker researches Woodcutting
Action 3:
2 workers research Fishing
Action 4:
3 workers research Logistics
Action 5:
Ymar with !*Rehield*! and the Armor of Purity
The half-secretary bird worker with a crude spear
Hunt at I4
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on June 18, 2018, 10:04:02 am
Can we get some Large Luminous Trees within our Mangroves? Tree-housing sounds useful.
Are you wanting them in your home tile or the one next to it? Mostly asking because Zazmio never answered my question as to weather or not I could add to a tile with out having to completely remake it.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 18, 2018, 10:09:12 am
Nagas spends some time contemplating new martial art styles potentially involving dislocating your jaw to swallow foes whole or flapping your arms to take aloft and defecate on your enemies from on high, but ultimately consigns these to the drawing board before causing the Desert of Skulking Serpents to form at J10! The sands of this desert are crawling with snakes ranging from the essentially harmless to the occasionally fearsome. Though some are dangerous, the snakes and their eggs would make a great food source, probably. Assuming that this will cost 5FP, he then also Zaps a(nother) Dipnoi worker with the ability to command great respect among swamp pygmies, perhaps by his fearsome eyebrows. Do lungfish have eyebrows, you ask? Well, this one does. Nagas sits on his remaining two FP for now.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 18, 2018, 10:45:03 am
You can add something specific to a tile. Large Luminous Trees that reach up from the bottom of the Mangroves seem like an extra addition. And yeah, getting them in our home tile would be nice, since we can use the Arcanium to twist it into Tree-housing once we hit Advanced Magic.


Granted, Maybe just add one for 5 FP. We can grow more if we need to later.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Oblivion2007 on June 18, 2018, 11:08:45 am
Well so much for that, not a single civ worshiped me at all last turn. I suppose that nobody worshiping is better than someone only worshiping once because then I would be obligated to give them an Arcanum for a pittance.

Does seriously no one want a custom artifact spellbook? I mean with the spellbook you can cast any simple spell within its theme with only one reagent, you don't even need to be magical or have researched magic.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 18, 2018, 11:28:46 am
Um, I'm pretty sure that isn't how that would work, unless you spent even more FP on it.

At least you got 3 FP from the first spell cast this game.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on June 18, 2018, 12:48:27 pm
Amastay, the god of construction, announces a challenge to all present civs in the world.

Worship so far has been sporadic and the power of the gods is more or less a toss up. Whoever should immortalize Amastay with a properly built temple will revive an artifact of 25 fp power.

Amastay is the God of construction, so his temple must reflect that. It must be built of materials that will last (so no mud) and be dedicated to Amastay.

You may request a specific type of artifact once the temple is complete.

Amastay well also consider any civ with his temple to be a part of his people, and protect them in the future likewise.
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on June 18, 2018, 12:54:19 pm
farsky acts 
Can we all agree that destroying a tile that costs more than 30 FP and was a collaboration is a bad idea?
Beyond that I start a project for an artifact at H5, this artifact is a stone commemorating the completion of the titangate. It is has the names of each God who contributed and how much they contributed. It also has a short description of what the titangate does. Finally it is written in runes that squirm on the stone, yet are instantly understandable. I put my 3 fP into its creation. It is called the stone of memorial.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on June 18, 2018, 01:05:41 pm
farsky acts 
Can we all agree that destroying a tile that costs more than 30 FP and was a collaboration is a bad idea?
Beyond that I start a project for an artifact at H5, this artifact is a stone commemorating the completion of the titangate. It is has the names of each God who contributed and how much they contributed. It also has a short description of what the titangate does. Finally it is written in runes that squirm on the stone, yet are instantly understandable. I put my 3 fP into its creation. It is called the stone of memorial.

Wait, what was destroyed?
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on June 18, 2018, 01:08:51 pm
Nothing, it is just me trying to keep people from destroying the titangate. Since so many people put fP into it.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 18, 2018, 01:25:59 pm
Did anyone even indicate a desire to do so?
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 18, 2018, 01:27:03 pm
I believe that destroying an artifact of great power should take at least 3 gods spending 5 FP each. So long as said artifact is not super destructive to everyone.
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on June 18, 2018, 03:23:21 pm
Keerim creates The Silent Mountain at I9. This mountain is unusually calm, insipring a sense of inner peace and tranquility, which aids in the practice of many forms of martial arts

(this is not a research boost, it is meant to help train workers in an already known martial arts style)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on June 18, 2018, 03:52:27 pm
Hidden Monastery

3 workers forage wood on J8
3 workers forage food on K8
2 master martial artists and 2 workers research Body Strengthening
(If they finish it - continue with Deep Meditation, that should allow for both 'pausing' metabolic processes or focusing on swiftly burning energy to draw insight from the mind depths)

(Very delighted to see activity around the Monastery grow, we'll see how it goes)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 18, 2018, 04:35:57 pm
Jotun Oligarchy

The Jotun Oligarchy resume their work. They consider that they will require a vast amount of stone to upgrade their housing but they don't have any particularly good places to harvest it. They immediately think of Amastay. One of the Giants asks Amastay to create a land where they can collect large amounts of stone because they need 88 more stone for their Giant Stone Houses.

Spoiler: Action Post (click to show/hide)
Spoiler: Possible FP Triggers (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 18, 2018, 05:04:17 pm
Jotun Oligarchy
Food stockpile started at 23.5 food.
Consumed 22.5 food
1 food fed to snakes
Collected 26 food.
Food is currently 22
Food should be 26
The most likely cause of the error seems to be that you added the 4 food to the turn description, but not the spoiler.
Fixed, thanks
I believe that destroying an artifact of great power should take at least 3 gods spending 5 FP each. So long as said artifact is not super destructive to everyone.

Anyone with 3 FP can replace any tile, assuming there's no protection.  One god could spend 100 FP on a tile, and then have another god replace it with a desert for only 3 FP.  It's a big problem with special lands.

This makes me wonder if it is really even worth it to make special lands, with the current rules.  You could do great things with artifacts, probably just as much as with lands, but they currently can't be destroyed.  Maybe I should allow a destruction Zap that targets artifacts.

Hay Zazmio awhile back people were talking about civs getting a second trait is there a chance that gods could get a second aspect, I'm mostly curious if it could happen. Also do civs get fire or do they have to research it?

There is currently no plan to give civs a second trait.  It might be possible to effectively give a second trait to a civ using shitloads of FP.

And yes, you can add to the power of a tile without completely changing it.

Edit:  Yes, the civs already have knowledge of fire.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 18, 2018, 05:09:36 pm
Anyone with 3 FP can replace any tile, assuming there's no protection.  One god could spend 100 FP on a tile, and then have another god replace it with a desert for only 3 FP.  It's a big problem with special lands.

This makes me wonder if it is really even worth it to make special lands, with the current rules.  You could do great things with artifacts, probably just as much as with lands, but they currently can't be destroyed.  Maybe I should allow a destruction Zap that targets artifacts.
Personally, I think that is possibly one of the best parts of the rules. It prevents any one god player from getting too uppity and encourages spreading your power out into a lot of small projects instead of pouring power into a single tile, which is a dynamic I distinctly like. I do think an artefact-destruction Zap is a good idea as well for the same reason!
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 18, 2018, 05:14:41 pm
In my game, high quality tiles are a symbol of one god's superiority over the others, because they are expensive and take twice as much power to protect than they do to destroy. That is why there are so few tiles that are better tier than "Special" in my game.

The trick is to get maximum benefit from the tiles without upsetting other gods.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 18, 2018, 05:16:56 pm
So, um, that ribbon I was going to make earlier, intended to aid in exploring...
I still wana make it, just wondering where to put it.
Anyone want it?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nirur Torir on June 18, 2018, 05:48:18 pm
Malvol decides to float off, to a land more well-suited towards himself. Before leaving, he spends 20 FP on C3. The bushes now forever sprout berries, as normal plants would. They are now more powerful, and especially potent for those going on violent missions.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on June 18, 2018, 05:51:03 pm
Give it to the monestary or to cait sith.
They are both highly interesting and go to places.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 18, 2018, 06:13:13 pm
Mabel
Create a Fey Hair-Ribbon at J9. One that weaves this ribbon into their hair will change into a magical demihuman well-adapted for the terrain they're in, and will keep shifting as they move from place to place or the tile changes about themselves. This enables the wearer to explore freely and to easily self-sustain during their travels, as well as providing a measure of protection from threats. Removal of the hair-ribbon will return them to their normal form.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 18, 2018, 06:45:19 pm
I think the Seagull hate thing pleased Malvol.

I wonder where Malvol plans to go? Is there another game I should be looking into?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nirur Torir on June 18, 2018, 06:55:19 pm
Give it to the monestary or to cait sith.
They are both highly interesting and go to places.
Malvol needs that last FP or he will poof away instead of float away.

I think the Seagull hate thing pleased Malvol.

I wonder where Malvol plans to go? Is there another game I should be looking into?
I don't have the anti-moral fortitude to play a god of slaughter. I no longer know where he is, but it's probably not to another game.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 18, 2018, 06:56:50 pm
Be reborn as a new god then. That okay GM?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on June 18, 2018, 07:34:39 pm
Some of the runes describe how one can practice self discipline.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on June 18, 2018, 07:45:01 pm
Amastay spends 3 fp to replace the forest at E3 with a mountain range.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 18, 2018, 08:22:23 pm
I don't have the anti-moral fortitude to play a god of slaughter. I no longer know where he is, but it's probably not to another game.
That sucks.  The game might get a whole lot nicer with your going, which might mean a more boring game.  I know it can be kind of stressful being the bad guy.  I think you were doing real well, though.  You and the Xekarni both.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on June 18, 2018, 09:21:48 pm
tbh id like to see conflicts arising and being solved creatively. i once played yg as an air goddess and kept on insisting that the god of fire should get a say in things. He fought with ice and i wanted to create firice to appease then both. sadly the game ended there....
Title: Re: Gridhood: Aspects of the Divine!
Post by: Atomic Chicken on June 19, 2018, 01:34:23 am
((Losing our one patron god is going to hit us hard. It's not practical to play as the only outwardly antagonistic civ when there are no violent beings to support your cause.))

The Xekarni
Spoiler: actions (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 19, 2018, 01:52:52 am
((Losing our one patron god is going to hit us hard. It's not practical to play as the only outwardly antagonistic civ when there are no violent beings to support your cause.))
Have you considered accepting SNAKES as your personal lord and saviour?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 19, 2018, 04:41:15 am
Turn 23 - The Stone Age
(https://i.imgur.com/MZ4yBYi.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Game Events:
The Zebras at G7 worship Blarg!  The Swamp god gains 2 FP!

Godly actions of note:
For 5 FP, Disci creates Tallamon the Hero Trainer at J1.
Nagas creates the Desert of Skulking Serpents at J10 for 5 FP.  Then Nagas Zaps a Dipnoi worker into a pygmy charmer for 3 FP.
Farsky creates the divine project "Stone of Memorial" and puts 3 FP into it.
Keerim creates The Silent Mountain at I9 for 5 FP.
Malvol modifies the Bushes of Empowerment at C3 to be always sprouting berries.  Then Malvol leaves this world!
For 15 FP, Mabel creates the Fey Hair-Ribbon at J9!
For 3 FP, Amastay replaces the forest at E3 with mountains.
Holo stagnates.


Civilization actions:

Dipnoi Republic
2 Workers and 1 Snake Tamer hunt in J5 with 3 Blowdarts and 1 Tame Giant Anaconda.  Nagas gets 1 FP.  They find 10 food.
As the party camps for the night, the campsite is suddenly surrounded by glowing orange eyes!  However, the wolves do not attack.  A warrior steps out of the night into the glow of your campfire.  He is scarred, tattooed, and wild-looking.  Upon his chest is a tattoo of a potato suckling at a wolf's teat.  The warrior admires your giant snake, and asks to sit by your fire for a time.
Says he, "I, Spudwolf, have claimed this forest as my own.  You are either very brave, or very foolish, to venture here.  Though your snake is very impressive, I have decided that you are no match for me, and that there would be no honor in fighting you.  Therefore, you will be allowed to leave in peace.  Let it be known that I desire to battle legendary warriors!  If your people should ever produce one, I would be honored to do battle with him."
With that, Spudwolf returns to the night, as do the wolves.

2 Workers and 1 Snake Tamer forage for Food in I7 with 3 Blowdarts and 1 Tame Giant Anaconda and find 8 food.  Nagas gets 1 FP.
2 Workers and 1 Mud Specialist research Mud Brick.
3 Workers research Architecture.

Cait Sith
2 Workers pick up Crude Spears to fish at J-1 and find 5 food.
2 Workers pick up Crude Spears to fish at K-1 and find 5 food.
All 5 Apprentices research Bookmaking.  1 apprentice listens to the philosopher and makes a breakthrough!
The Philosopher Argues.

The People
2 workers research Stone and the tech is complete!
1 worker researches Woodcutting and the tech is complete!
2 workers research Fishing and the tech is complete!
3 workers research Logistics.
Ymar with !*Rehield*! and the Armor of Purity and the half-secretary bird worker with a crude spear Hunt at I4 and get 4 food.  Izzith gets 1 FP.

Hidden Monastery
3 workers forage wood on J8 and find 2 wood.
3 workers forage food on K8 and find 7 food.
2 master martial artists and 2 workers research Body Strengthening.  The Birds of Paradise inspire the researchers!  Keerim gets 2 FP!  The tech is complete!  Disci gets 1 FP.

The Jotun Oligarchy
1 Greenthumb worker using the artifact "Bountiful Basket" and 2 workers (ate bloodberries) equipped with 2 Slings and 2 workers equipped with 2 Slings and 1 worker equipped with the artifact "Giant-sized Flint Sickle of Harvesting" Harvest the Orchard at C4 and get 30 food!  Holo gets 3 FP!  Izzith gets 1 FP.
1 bountiful gatherer (ate bloodberries) and 1 worker Forage for Stone at C3 and find 7 stone.
7 workers build a Giant Stone House to replace a Giant Primitive House at D4.  Amastay gets 3 FP!
1 Food is fed to the Tame Cobras.
4 Food is spent on a new worker.  Mabel gets 1 FP.  Farsky gets 1 FP.

The Xekarni
3 workers (armed with 3 crude spears) forage for food at J6 with 3 crude tools and find 7 food.
Goruk and 2 spear warriors (armed with 3 crude spears) hunt at J4 and find 9 food.  1 spear warrior becomes slightly-snake like, and Goruk and 1 slightly snake-like warrior become moderately snake-like!  Nagas gets 3 FP!
1 horse tamer and 3 workers research Equestrianism.

Orassan Empire stagnates.

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Atomic Chicken on June 19, 2018, 06:32:56 am
Have you considered accepting SNAKES as your personal lord and saviour?

((We're a swamp-dwelling civ consisting largely of snake people, so I suppose this is fitting. Snek is accepted as new glorious leader! Make your presence suitably known to the Xekarni and give them your demands.))

The Xekarni

Malvol...gone...the tribe is overcome by an immense feeling of emptiness. What now shall be the Xekarni purpose with no Lord of Slaughter to appease?
Spoiler: actions (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on June 19, 2018, 07:47:39 am
Orassan Empire

3 workers work at the farmland at B3 with 3 crude tools and 1 bountiful basket.
2 workers finish up research on wooden structures.
2 workers forage for wood with 2 crude tools at B3
3 workers grabs crude spears before fishing with at B3
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 19, 2018, 07:53:45 am
Mabel
no action
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on June 19, 2018, 07:55:21 am
Blarg adds Large Luminous Trees to K1 for some amount of FP, then goes and hides behind a rock.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on June 19, 2018, 09:55:56 am
The People
Action 1:
4 workers research Wooden Structures
Action 2:
4 workers research Primitive Barricades
Action 3:
Ymar with !*Rehield*! and the Armor of Purity
The half-secretary bird worker with a crude spear
Hunt at H4
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on June 19, 2018, 10:58:02 am
Hidden Monastery

Fey Hair-Ribbon fell from the skies. Blessed be Mabel? Could be something more useful at the current moment, though

[Worker equips Fey Hair-Ribbon artifact]
3 workers forage food on J8
2 workers & 1 worker wearing Fey Hair-Ribbon forage wood on K8
2 master martial artists hunt on J10 (I assume they are strong enough by now to endure snake hordes)
2 workers start building Martial Arts School at I9 (if possible)
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 19, 2018, 10:58:36 am
Cait Sith

2 Workers pick up Crude Spears to fish at J-1
2 Workers pick up Crude Spears to fish at K-1

All 5 Apprentices study Bookmaking. They use the Arcanum Botanica as an aid on how to make a book.

The Philosopher Argues.
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on June 19, 2018, 01:12:06 pm
Keerim creates a rainforest at I8
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on June 19, 2018, 01:33:43 pm
I got a question or two...
if i zapped one to get an ability they have not yet discovered does it cost more fp?

if i zapped a worker who aleady has a trait like disciplined or writer will it overwrite it? i think not but want to make sure.

is there a way to zap a worker i specify by spending more fp?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 19, 2018, 02:17:12 pm
Accounting mistake? The Mud Brick research was at 6RP on turn 22, and 3 Workers (mud specialist included) researched it for Turn 23. It is currently at 8RP, shouldn't it be a bit higher?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 19, 2018, 02:31:37 pm
Nagas Zaps a worker of the Xekarni with a fearsome venomous bite, and hisses into his ear:

"Your people sseek after purpossse? Find the champion of the foressst to the easst and besssst him to prove your worth, when you think you are able. My followers to the sssssouth shall be your allies. Sssay to them that you come under the ausssspice of Nagas. Put your faith in the sssnake and the sssnake will guide you. Devote yourssselves to me, and your people shall be warm and fed for all their days. Your firssst assssssignment: learn the wayss of far travel sso you can meet the desssert monks to the dissstant sssouth, and learn from their masssters of the artss of battle. By combining the sssskills of the three peoplesss, the wolf-guardian may be overcome, and you will be ready for ssstill greater challenges..."

After some thought, he then Zaps a member of the Hidden Monastery with mastery over the seagull-style martial arts; this acrobatic style demands the practitioner cultivate the ability to leap to great heights and deal the foe fierce kicks and raking blows from above. It neither requires nor expressly forbids defecation.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 19, 2018, 04:53:16 pm
Accounting mistake? The Mud Brick research was at 6RP on turn 22, and 3 Workers (mud specialist included) researched it for Turn 23. It is currently at 8RP, shouldn't it be a bit higher?

Fixed, thanks

I got a question or two...
if i zapped one to get an ability they have not yet discovered does it cost more fp?

if i zapped a worker who aleady has a trait like disciplined or writer will it overwrite it? i think not but want to make sure.

is there a way to zap a worker i specify by spending more fp?

I suppose I should reveal some more secrets of the almighty Zap.

When you zap a civ, a worker is picked at random to be targeted (except healing zaps).  Any worker in the civ could end up targeted, including legendary workers.

The wording of the Zap might be important.  If you say something like "Zaps a worker with" or "giving," or "gifting," or something like that, I'll probably assume you're adding something to a worker.  If you "make someone into" something, I might "overwrite" a worker.  If it's ambiguous, I will make a guess without putting a lot of thought into it.  In the case of Disci's discipline, I've just been assuming that you want to add discipline, not make workers only disciplined.

There is currently no way to target a specific worker with Zap, except Healing Zaps.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 19, 2018, 05:18:17 pm
Dipnoi Republic
Our meeting with the one naming itself Spudwolf left us deep in thoughts. Us Lungfish of the Dipnoi Republic are no warmongers, and would rather peacefully spend our days in our mud abodes... But it is a fact that many dangers roam the land, and we have been lucky until now.

Could it be that Nagas gift of Pigmy charming is a sign for us to seek contact with other people?

Troubling matters indeed...


Spoiler: Actions (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 19, 2018, 05:24:41 pm
What if a Zap heals AND transforms someone?

Jotun Oligarchy

The Jotun Oligarchy notice that Malvol is leaving, and just as they were starting to get accustomed to him! And the rather extravagent gift he left behind only made them even more accustomed to him!

The Jotun Oligarchy considers the new mountain... It appears to just be an ordinary mountain, and the Dire Wolves from before still lurk there. The Giants are underwhelmed by this, and believe that the hills might still be a better place for gathering stone. They would have thought that Amastay would be more interested in such a large building project. Perhaps Amastay felt that it would happen even if he didn't put any effort into it? Or perhaps the mountain was placed there for unrelated reasons that the Jotun Oligarchy did not understand.

If some other enterprising god could figure out a way to benefit from the Jotun Oligarchy's need for stone, they could surely earn quite a bit of FP from it...

Spoiler: Doublecheck (click to show/hide)
Spoiler: Action Post (click to show/hide)
Spoiler: Possible FP Triggers (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on June 19, 2018, 05:53:23 pm
What if a Zap heals AND transforms someone?

Jotun Oligarchy

The Jotun Oligarchy notice that Malvol is leaving, and just as they were starting to get accustomed to him! And the rather extravagent gift he left behind only made them even more accustomed to him!

The Jotun Oligarchy considers the new mountain... It appears to just be an ordinary mountain, and the Dire Wolves from before still lurk there. The Giants are underwhelmed by this, and believe that the hills might still be a better place for gathering stone. They would have thought that Amastay would be more interested in such a large building project. Perhaps Amastay felt that it would happen even if he didn't put any effort into it? Or perhaps the mountain was placed there for unrelated reasons that the Jotun Oligarchy did not understand.

If some other enterprising god could figure out a way to benefit from the Jotun Oligarchy's need for stone, they could surely earn quite a bit of FP from it...

Spoiler: Doublecheck (click to show/hide)
Spoiler: Action Post (click to show/hide)
Spoiler: Possible FP Triggers (click to show/hide)

You asked for a place to get stone. I gave you a literal mountain of stone.

What do you want? an artifact?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 19, 2018, 06:04:32 pm
Hidden Monastery

3 workers forage food on J8
3 workers forage wood on K8
2 master martial artists hunt on J10 (I assume they are strong enough by now to endure snake hordes)
2 workers start building Martial Arts School at I9 (if possible)
((Um, did you notice the new artifact I put on your tile? it was really expensive...))
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 19, 2018, 06:17:43 pm
You asked for a place to get stone. I gave you a literal mountain of stone.

What do you want? an artifact?

I figured that being the #1 source of FP for you and wanting resources for a project that would directly and reliably increase your FP would be worth at least a 5FP special tile. Especially since replacing a tile with a normal grade tile would only save 2FP in the short term. 21 of your FP came directly from the Jotun Oligarchy. 24 if you count the 3FP from the last turn (Which for the purpose of my argument, shouldn't be counted as that was after the request)

Add in the fact that Amastay never did anything for the Jotun Oligarchy aside from that mountain, and I guess some forest tiles really early in the game, you can see why the Jotun Oligarchy is feeling underwhelmed.

(Also worthy of notice is that you actually made at least two high value artifacts for a different civilization)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 19, 2018, 06:29:26 pm
Haha, I imagine Giants past experiences with divine blessings made them less impressionable. A Giant sees a Mountain rising instead of a forest. "Meh" says the Giant.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on June 19, 2018, 08:08:39 pm
You know, I'm probably the most likely to start a famine, as currently I have 7 turns worth of food spare.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 19, 2018, 08:23:48 pm
It's a good thing food doesn't waste away and doesn't take up storage, lest we would have to research food preservation technologies! *wink wink*
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on June 19, 2018, 08:26:38 pm
Hidden Monastery

3 workers forage food on J8
3 workers forage wood on K8
2 master martial artists hunt on J10 (I assume they are strong enough by now to endure snake hordes)
2 workers start building Martial Arts School at I9 (if possible)
((Um, did you notice the new artifact I put on your tile? it was really expensive...))
((Actually missed, thanks for pointing it out! I totally did not expect artifacts falling from skies at that early stage of settlement. The only thing is... this artifact is probably meant for later stage of the game, when explorations begins to play a huge role. I'll try to use it, but tell me if you had some GRAND ideas with it.))
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 19, 2018, 08:32:14 pm
Hidden Monastery

3 workers forage food on J8
3 workers forage wood on K8
2 master martial artists hunt on J10 (I assume they are strong enough by now to endure snake hordes)
2 workers start building Martial Arts School at I9 (if possible)
((Um, did you notice the new artifact I put on your tile? it was really expensive...))
((Actually missed, thanks for pointing it out! I totally did not expect artifacts falling from skies at that early stage of settlement. The only thing is... this artifact is probably meant for later stage of the game, when explorations begins to play a huge role. I'll try to use it, but tell me if you had some GRAND ideas with it.))
((nope. No plans. I like having it used is all.))
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on June 19, 2018, 08:40:51 pm
It's a good thing food doesn't waste away and doesn't take up storage, lest we would have to research food preservation technologies! *wink wink*

Even if it did, the harsh cold of my civilization would make it so that the food would be chilled to the point where there's no need to worry about bacteria that wants the delicious food before we consume it.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 19, 2018, 09:13:21 pm
Hidden Monastery

3 workers forage food on J8
3 workers forage wood on K8
2 master martial artists hunt on J10 (I assume they are strong enough by now to endure snake hordes)
2 workers start building Martial Arts School at I9 (if possible)
((Um, did you notice the new artifact I put on your tile? it was really expensive...))
((Actually missed, thanks for pointing it out! I totally did not expect artifacts falling from skies at that early stage of settlement. The only thing is... this artifact is probably meant for later stage of the game, when explorations begins to play a huge role. I'll try to use it, but tell me if you had some GRAND ideas with it.))
((nope. No plans. I like having it used is all.))
((oh, come to think of it, you could use the ribbon to get the artifacts from the merfolk ruins.))
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 20, 2018, 05:07:16 am
Turn 24 - The Stone Age
(https://i.imgur.com/zeysef4.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

A civ has achieved horseback riding, giving them additional range!  When performing an action in a tile more than one tile away from your settled tile, your workers must move through tiles in between.  If you want, you can plot a path to your destination in parentheses.  Example:  Your home tile is A1.  "1 worker forages for food at C2 (A1-B2-C2)".  If you don't plot a path, the GM will plot a path for you that might not be optimal.  Difficult terrain between your start tile and your destination might slow you down and force you to turn back.  Your worker might encounter creatures or workers from other civs in tiles you move through.

I have decided to open up 2 player slots, if anyone wants to join.

Other Game Events:
The Zebras at G7 worship Blarg!  The Swamp god gains 3 FP!
There are glowing red lights coming from Titangate!  They are increasing in intensity as time passes!

Godly actions of note:

Blarg adds Large Luminous Trees for 5 FP to K1.
Keerim creates a rainforest at I8.
Nagas zaps a Xekarni slightly snake-like warrior with a venomous bite for 3 FP!  Then Nagas zaps a Hidden Monastery worker into a master seagull-style martial artist for 3 FP!
Holo stagnates.

Civilization actions:

The Xekarni
1 horse tamer (armed with 1 crude spear) tames a carnivorous fire-breathing horse at I4.  After some difficulty and singed hair the horse tamer manages to tame a firebreathing carnivorous horse.
3 workers (armed with 3 crude spears) forage for food at I4 using 3 crude tools and find 8 food.  Izzith gets 1 FP.
Goruk (armed with 1 crude spear) sentries at I4.
1 worker researches Equestrianism, and the tech is complete!
2 workers and 2 spear warriors (armed with 3 crude spears) research Equine Fire.
You now have 1 Tame Firebreathing Carnivorous Horse that requires 1 food a turn.

Orassan Empire
3 workers work at the farmland at B3 with 3 crude tools and 1 bountiful basket and get 14 food.
2 workers finish up research on wooden structures.
2 workers forage for wood with 2 crude tools at B3 and get 7 wood.
3 workers grabs crude spears before fishing with at B3 and get 4 food.

The People
4 workers research Wooden Structures.
4 workers research Primitive Barricades.
Ymar with !*Rehield*! and the Armor of Purity and the half-secretary bird worker with a crude spear Hunt at H4 and get 7 food.

Hidden Monastery
3 workers forage for food on J8 and find 4 food.
2 workers & 1 worker wearing Fey Hair-Ribbon forage for wood on K8 and find 2 wood.  The worker with the Hair-Ribbon temporarily changes into a Magical Demihuman!  Izzith gets 3 FP!  Mabel gets 3 FP!
2 master martial artists hunt on J10 and get 4 food.  Your martial artists report they are able to hunt with no weapons, but food yield would be greater with weapons.
2 workers attempt to start building a Martial Arts School at I9 but have insufficient wood. and spend 2 wood to put 2 points into it.

Cait Sith
2 Workers pick up Crude Spears to fish at J-1 and get 6 food.  They meet Tallamon.
2 Workers pick up Crude Spears to fish at K-1 and get 5 food.
All 5 Apprentices study Bookmaking.  1 apprentice makes a breakthrough, completing the tech!
The Philosopher Argues.

Dipnoi Republic
1 Worker, 1 Pygmy Charmer and 1 Snake Tamer forage for Food in H7 with 3 Blowdarts and 1 Tame Giant Anaconda and find 8 food.  Nagas gets 1 FP.  The Pygmy Charmer manages to coax the pygmies out of hiding and convinces them to allow him to talk to their chief.  As a sign of friendship, they give you 5 food.  The Pygmies are no longer hostile towards the Dipnoi and are interested in trade.  They offer to give you 12 food for 3 blowdarts.
2 Workers and 1 Snake Tamer hunt for Food in I7 with 3 Blowdarts and 1 Tame Giant Anaconda and get 10 food.  Nagas gets 1 FP.
1 Mud Specialist research Mud Brick and the tech is complete!
5 Workers resume construction of the Ranch at I6.
4 Food is fed to the Tame Giant Anacondas.

The Jotun Oligarchy
1 Greenthumb worker using the artifact "Bountiful Basket" and 2 workers (ate bloodberries) equipped with 2 Slings and 3 workers equipped with 3 Slings and Harvest the Orchard at C4 and get 34 food!  Holo gets 3 FP!
1 bountiful gatherer (ate bloodberries) equipped with the artifact "Giant-sized Flint Sickle of Harvesting" and 2 workers Forage for food at C3 and get 11 food and 3 bloodberries!
1 worker forages for Stone at C3 and gets 2 stone.
6 workers begin research on Tool Crafting and the tech is complete!
1 Food is fed to the Tame Cobras.
4 Food is spent on a new worker.  Mabel gets 1 FP.  Farsky gets 1 FP.
1 worker grumbles about having to live in half of a house.

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on June 20, 2018, 05:26:19 am
Can't workers start project with insufficient resources? I presumed that I can put in labor equal to wood stocks and continue doing so - instead of amassing a great quantity of wood beforehand.

If it is not possible to build this way - could they have researched Hunting Tools instead?

+ I get a feeling, I'll get full roster of zap-masters sooner than actual School...
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 20, 2018, 05:27:07 am
Dipnoi Republic
Praise Nagas! Our choice not to antagonize the Pygmies seems to have been the right one. Let us nurture good relationships with our neighbors, and hopefully we will prosper together.

Spoiler: Actions (Removed) (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 20, 2018, 07:10:29 am
Can't workers start project with insufficient resources? I presumed that I can put in labor equal to wood stocks and continue doing so - instead of amassing a great quantity of wood beforehand.

If it is not possible to build this way - could they have researched Hunting Tools instead?

+ I get a feeling, I'll get full roster of zap-masters sooner than actual School...
I decided to allow you to spend 2 wood on the Martial Arts school.

It's unlikely that you'll have all your workers zapped into martial arts masters.  The target of a Zap is random.

Savannahs don't yield much wood when foraged.  You have a rainforest now, so wood should be much less of a problem now.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on June 20, 2018, 07:14:44 am
Orassan Empire

3 workers work at the farmland at B3 with 3 crude tools and 1 bountiful basket.
1 worker makes 1 crude tool
3 workers research currency
2 workers forage for wood with 2 crude tools at B3
1 worker grabs a crude spear before fishing at B3
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 20, 2018, 07:18:13 am
Dipnoi Republic
2 Snake Tamers herd the Pythons of J6 to the Ranch of I6 with the help of the 2 Tame Giant Anacondas
Just letting you know that this action is unlikely to do anything.  You need a god to create an actual herd near you.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 20, 2018, 07:31:28 am
Heh, so the foraging with the ribbon does nothing for me. looks like the one and only aspect trigger I have is births. a touch disappointing.
Mabel
no action
I don't have enough FP to try for anything complex.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 20, 2018, 08:13:17 am

Praise to the Blarg, He brings Light to the night!
May Izzith look upon our achievements and be fulfilled.
And may Mabel continue her Benevolent Rule.

Cait Sith

2 workers pick up crude spears to fish at J-1.
2 workers pick up crude spears to fish at K-1.

1 Philosopher Argues while admiring the new trees.

1 Apprentice makes a book out of the book-making material.

1 Disciplined Demihuman Extramagical Writer Apprentice and a Disciplined Apprentice researches Advanced Magic Theory.


A Disciplined Apprentice preps the work needed to copy the Book-making Harvest spell from the Arcanum Botanica into a spellbook.(Research Spell is a go~)


1 Regular Apprentice takes a dip into the Fountain of Rebirth.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Atomic Chicken on June 20, 2018, 08:28:00 am
Equestrianism, 12 of 12 (Your civ has achieved horseback riding.  Your action range is now +1 tile.  If you tame a horse-like creature, you can add it to a worker to make it a mounted worker, giving the worker an additional +1 range.  Action format:  "1 worker mounts 1 horse."  Mounted workers consume 1 more food.  Mounted martial-type workers get a small bonus to combat in plains-like tiles.)

((The wording here is a little confusing. Does the +1 action range apply solely to mounted workers, or should this be interpreted as +1 range to all workers and an additional +1 if mounted?

Additional question: do we need to research specific techs before engaging in diplomacy and trade with our neighbours? I might have to change my last action depending on the answer.))

Haha, I imagine Giants past experiences with divine blessings made them less impressionable. A Giant sees a Mountain rising instead of a forest. "Meh" says the Giant.

((Behold, the avarice of mortals! To act as spoilt children and shamelessly spit in the face of the divine! Their benefactors would be forgiving indeed to tolerate such bold impudence!))



The Xekarni

The whispers brought forth through the Slithering One's emissary, fresh venom dripping from her fangs, cause much dispute amongst the tribespeople, and many a moon witnesses the heated arguments that arise in their wake. Who is this Snake God, and what is its place in the Story of the universe? What do the Xekarni mean to it? Are its claims to be trusted? In addition, what is to be done about the purported southern clans?

These dilemmas and others are addressed by the Council in the weeks that follow. Ultimately, the decision to concede to the Slithering One's demands is reached, though the tribe remains wary of the god's intentions at this point. The few unblemished workers remaining are quickly led into the serpent jungle so as to undergo what is now deemed to be transfigurative appointment to the cult of Nagas. Meanwhile, the emissary is sent deep into the southern reaches of the swamp in an attempt to locate the foreign civilisation spoken of in its message.

Spoiler: actions (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on June 20, 2018, 09:52:13 am
The People
Action 1:
2 workers research Wooden Structures
Action 2:
3 workers make 3 crude tools
Action 3:
The half-secretary bird researches Logistics
Action 4:
Ymar researches Primitive Barricades
Action 5:
3 workers forage for wood at G3 with 3 crude tools
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on June 20, 2018, 10:12:17 am
Blarg decides to teach the Zebras how to gather stone and how to work with and carve stone for some amount of FP, then he puts 2FP towards the Stone of Memorial.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on June 20, 2018, 11:37:36 am
Disci zaps a hidden monk worker to be more disciplined[/b

'If you research self discipline, Hidden Monks, then I shall give you a gift increasing your knowledge on defence.

Xekarnis if you prove to me that you are worthy I shall give you something that will make your warriors more efficient in battle."
Title: Re: Gridhood: Aspects of the Divine!
Post by: Oblivion2007 on June 20, 2018, 12:52:02 pm
Okay even though this won't really help me FP-wise, let's mix things up a bit:

Izzith surveys the lands, both made and unmade, and is determined to make his own mark. Furrowing his brow in concentration he summons up all his might and begins.

He begins by expanding the Oceans creating them on B7, A8, A9, and A10.
To shield his new land from the new ocean Izzith creates a ridge of Mountains on C7, B8, B9, and B10.
From the mountains he creates a new river. At C8 and D8 a River runs through new Rainforest before spilling out into a River Delta at E8.
Izzith continues expanding the Rainforest at D9 and E9.
A new Lake is created at C9.
In his most expensive part of the project Izzith creates the Prism Canyon, which is a canyon that contains magical crystals of many elements and colors. It runs from C10, D10, to E10 for 15Fp total (5Fp each tile).
With the last of his power Izzith creates Plains on B11, C11, and D11.
Then Izzith finally rests.

With all tiles besides the canyon tiles taking 1FP each then that should have spent 32FP exactly.

Roughly like this:
(https://s8.postimg.cc/hopo1brg5/Gridhood_expansion_plan.png)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 20, 2018, 01:18:41 pm
Dipnoi Republic
2 Snake Tamers herd the Pythons of J6 to the Ranch of I6 with the help of the 2 Tame Giant Anacondas
Just letting you know that this action is unlikely to do anything.  You need a god to create an actual herd near you.
Nagas causes another set of harmless egg-laying snakes to slither up out of the ground at I6 for 5FP instead. He also whispers to a random Dipnoi: "Visssitors will be arriving ssoon. Treat them well! I look forward to your mutual prossssperity."
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on June 20, 2018, 02:26:03 pm
Keerim zaps one of the hidden monks with the knowledge of woodpecker style martial arts, which consists of fasy repetitive strikes that can easily break through trees or similarly tough armor
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 20, 2018, 03:00:26 pm
Dipnoi Republic
2 Snake Tamers herd the Pythons of J6 to the Ranch of I6 with the help of the 2 Tame Giant Anacondas
Just letting you know that this action is unlikely to do anything.  You need a god to create an actual herd near you.
Ack. I assumed enough Pythons existed there as we had some encounters with them. Editing my action consequently.

Spoiler: Edited Actions (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 20, 2018, 04:29:33 pm
Jotun Oligarchy

Lacking a high quality place to collect stone, the Jotun Oligarchy spends their time improving their collection efficiency without the need for divine assistance by creating tools...

Spoiler: Doublecheck (click to show/hide)
Spoiler: Action Post (click to show/hide)
Spoiler: Possible FP Triggers (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 20, 2018, 06:23:07 pm
Heh, so the foraging with the ribbon does nothing for me. looks like the one and only aspect trigger I have is births. a touch disappointing.

I'll take another look at the artifact and add some FP to Mabel.  There are a lot of things I have to keep track of, and sometimes I miss things.

edit:  Added 3 FP to Izzith and Mabel

((The wording here is a little confusing. Does the +1 action range apply solely to mounted workers, or should this be interpreted as +1 range to all workers and an additional +1 if mounted?
Additional question: do we need to research specific techs before engaging in diplomacy and trade with our neighbours? I might have to change my last action depending on the answer.))

You get +1 action range just for having the tech.  Basically, your civ's new awareness of the possibility of mounts alters their thinking, allowing them to venture farther than before, even if the worker does not actually a mount.  Then if they have a mount, it's an additional +1.

You need to research some form of diplomacy in order to change the default stance of hostility towards your neighbors.  Trade then might be possible without research, but research into trade might improve trade.

Quote from: Oblivion2007
Okay even though this won't really help me FP-wise, let's mix things up a bit:

Wow!
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on June 20, 2018, 10:59:30 pm
Hidden Monastery

Rainforest! Praise bird god! (Nagas>Keerim>Mabel)

3 workers forage food on K8
2 workers & 1 worker wearing Fey Hair-Ribbon forage wood on I8
3 master martial artists hunt on J10
1 worker continues building Martial Arts School at I9
Title: Re: Gridhood: Aspects of the Divine!
Post by: Atomic Chicken on June 21, 2018, 03:24:51 am
You get +1 action range just for having the tech.  Basically, your civ's new awareness of the possibility of mounts alters their thinking, allowing them to venture farther than before, even if the worker does not actually a mount.  Then if they have a mount, it's an additional +1.

You need to research some form of diplomacy in order to change the default stance of hostility towards your neighbors.  Trade then might be possible without research, but research into trade might improve trade.

Ah I see, thanks for the explanation. I'll edit my action.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 21, 2018, 05:31:42 am
Repost of turn 25 that I accidentally deleted. 

Turn 25 - The Stone Age - Year of the Bear
(https://i.imgur.com/qSiugx5.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Game Events:
The Zebras at G7 worship Blarg!  The Swamp god gains 3 FP!
The Year of the Bear is upon us!!!
Amidst a violent thunderstorm of red lightning, the Titangate opens!  Through the gate comes Ursaxus, Bear-man Colossus, followed by a host of rabid bear-men!!!  Farsky is ecstatic!!! He gains 8 FP!!  Mabel is delirious!!  She gains 8 FP!!  Izzith gains 3 FP!

Godly actions of note:

Blarg teaches stoneworking to the Zebras for 5 FP.  Then Blarg puts 2 FP into "Stone of Memorial", completing the project.
For 3 FP, Disci Zaps discipline into a master seagull-style martial artist.
Izzith does a shitload of things as detailed here  (http://www.bay12forums.com/smf/index.php?topic=170798.msg7790024#msg7790024)for 29 FP!!!
Nagas creates a herd of Harmless Egg-laying Snakes at I6 for 3 FP.
Keerim Zaps a Hidden Monastery worker into a woodpecker-style martial artist for 3 FP.
Holo goes poof!!!

Civilization actions:

Orassan Empire
3 workers work at the farmland at B3 with 3 crude tools and 1 bountiful basket and get 17 food.
1 worker makes 1 crude tool.
3 workers research currency, but the tech is too advanced and stalls.  1 worker instead researches Stoneworking.  2 workers play grabass with each other.
2 workers forage for wood with 2 crude tools at B3 and get 4 wood.
1 worker grabs a crude spear before fishing at B3 and get 2 food.
A pack of hungry bears ransacks the settlement!  1 workers is slain!  2 workers are injured!  3 primitive houses are destroyed!!  43 food is stolen by the bears!!!

Cait Sith
2 workers pick up crude spears to fish at J-1 and get 4 food.
2 workers pick up crude spears to fish at K-1 and get 4 food.
1 Philosopher Argues while admiring the new trees.
1 Apprentice makes a book out of the book-making material.
1 Disciplined Demihuman Extramagical Writer Apprentice and a Disciplined Apprentice researches Advanced Magic Theory.
1 Disciplined Apprentice researches the Book-making Harvest spell.
1 Regular Apprentice takes a dip into the Fountain of Rebirth.  It's like the apprentice is born again!  He becomes extra magical and demihuman!  Izzith gets 3 FP!  Mabel gets 3 FP!
The workers fishing at J-1 are attacked by bears!  They are surprised, and killed!

The Xekarni
3 workers (armed with 3 crude spears) forage for food at J4 using 3 crude tools and find 8 food.  3 workers become slightly snake-like!  Nagas gets 2 FP!
Goruk (armed with 1 crude spear and mounted on a horse) and 1 moderately snake-like spear warrior (armed with 1 crude spear) sentry at J4.  Goruk and the spear warrior become Nagas!  Nagas gets 6 FP!!  Mabel gets 4 FP!  (note:  it takes an action to get a mount)
1 horse tamer, 2 moderately snake-like workers and 1 slightly snake-like worker research Equine Fire and the tech in completed!
1 slightly snake-like spear warrior with venomous bite (armed with 1 crude spear) travels to I6 to establish contact with the Dipnoi Republic.
...
1 food is fed to the tame carnivorous fire-breathing horse.
Grizzlies also attack the Xekarni settlement!  All warriors on sentry duty return to defend the settlement.  The bears are driven away!  The corpses of bears yield 8 food!  2 slightly snake-like workers are injured in the attack!

The People
2 workers research Wooden Structures.
3 workers make 3 crude tools.
The half-secretary bird researches Logistics.
Ymar researches Primitive Barricades and the tech is complete!
3 workers forage for wood at G3 with 3 crude tools and get 11 wood.
Grizzlies attack the settlement!  The half-secretarybird slays a bear!  Keerim gets 1 FP!  The bears are driven away!  2 primitive houses are destroyed!  The corpses of bears yield 8 food!

Dipnoi Republic
1 Pygmy Charmer trades 3 Blowdarts for 12 Food to the Pygmy in H7.
3 Workers and 1 Mud Specialist finish construction of the Ranch at I6.  Amastay gets 3 FP!
2 Snake Tamers cannot herd because the herd at I6 hasn't been created yet.
5 Workers research Wood Gathering.
Feed 4 Food to the Tame Giant Anacondas.
A slightly snake-like Xekarni approaches your mud barricade.  He seems to be studying the barricade.  Suddenly, grizzlies attack the settlement!  The bears make a breach in the mud barricade!  The corpses of bears yield 6 food!  Blarg gets 1 FP!

The Jotun Oligarchy
1 Greenthumb worker using the artifact "Giant-sized Flint Sickle of Harvesting" and 2 workers (ate bloodberries) equipped with 2 Slings Harvest the Orchard at C4 and get 14 food.
1 bountiful gatherer (ate bloodberries) equipped with the artifact "Bountiful Basket" and 2 workers Forage at C3 and get 12 food.
7 workers construct a Giant Stone House to replace a Giant Primitive House at D4.  Amastay gets 3 FP!
4 workers construct junk tools.
1 Food is fed to the Tame Cobras.
4 Food is spent on a new worker.  Farsky gets 1 FP!  Mabel gets 1 FP!
Grizzly bears attack the settlement!  Using sling and fist, the giants drive away the bears!  10 food is stolen, but bear corpses yield 12 food!  1 worker is injured!  1 giant primitive house is destroyed!
Due to the second turn of inadequate housing, 1 worker refuses to work next turn!

Hidden Monastery
3 workers forage food on K8 and get 5 food.
2 workers & 1 worker wearing Fey Hair-Ribbon forage wood on I8 and get 8 wood!  Izzith gets 3 FP!  Mabel gets 3 FP!
3 master martial artists hunt on J10 and get 4 food.
1 worker continues building Martial Arts School at I9.
Your 3 masters are, strangely, attacked by polar bears in the desert!  Many bears are slain!  Polar bear corpses yield 10 food!  The master python-style martial artist is injured! The cobra-style master performs particularly heroically, single-handedly slaying many bears!  The master cobra-style martial artist is now legendary, and can be named!
Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on June 21, 2018, 05:50:57 am
Quote
Your 3 masters are, strangely, attacked by polar bears in the desert!  Many bears are slain!  Polar bear corpses yield 10 food!  The master python-style martial artist is injured! The cobra-style master performs particularly heroically, single-handedly slaying many bears!  The master cobra-style martial artist is now legendary, and can be named!
The picture this fight conjured in my head is damn epic! Polar bears fighting with martial artists on the dunes while surrounded by snakes.
I damn appreciate the very first master becoming legendary. Perhaps I shall see to his further cultivation...

Monastery currently "owes" FP to two really helpful gods. Nagas, Keerim - your great help is truly appreciated and I feel underwhelmed I can't really return your investitions as of now (especially Nagas ones)

Izzith gets free FP thanks to Mabel. Oh well

EDIT: forgot to mention Disci, that should get a ton of FP sooner or later from all the training
EDIT2: Do cobra-style master becoming legendary means anything to Nagas that zapped him?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 21, 2018, 05:59:09 am
!! !! !! !! !! !!
FP is correct
Mabel
make A1 through E1into tundra
E2 into Tiaga
B6, A6, A7 into Ocean.
A5 into Oceanside Bluffs
H1, F1, F2, G2 into hills
G1 into mountains
F8 through H9 into savannah
F10 through I10 into hills
K10 into wasteland
23 FP spent
also, make a Bountiful Basket at K1, same as the others, for 5 FP
28 FP spent total
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Detoxicated on June 21, 2018, 06:32:36 am
Disci visits Tallamon and orders him to travel the world. First to Cait Sith to train someone there
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Sarrak on June 21, 2018, 06:52:35 am
Hidden Monastery

Legendary cobra-style martial artist shall be known as Neheb.

More help from gods is welcome.

2 workers & 1 worker wearing Fey Hair-Ribbon forage food on I8
2 workers & 2 martial artists continue building Martial Arts School at I9
Neheb maditates on his victory at I9 (if meditation gets disrupted, he help build the School instead)
Injured master python-style martial artist recuperates
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Screech9791 on June 21, 2018, 06:56:17 am
fuck you gm for making me lose 4 days worth of food

fucking with civilizations for no reason other than the fact you can is just being a shitty gm

i'm dropping out of this since I'd rather play a tactical fps game without much experience because all i'm used to fighting is untalented 7 year old roblox players that have no reflexes and not people with skill in fps games than this shit

i came here to enjoy gridhood as a civilization without getting caught up in a divine war and being beat up by asshole neighbors

not getting my ass handed to me for no reason other than fuck you

AND THESE FUCKING UNFAIR EVENTS WEREN'T MENTIONED IN THE MAIN POST!

If anyone else wants to try and continue the wreck that the GM made my civilization, then feel free to.

Oh, and Supernerd, since your civilization is right next to us thankfully without you actively trying to piss us off, would you like the extra workforce, resources, tech, and artifacts from my civilization the GM fucked over?
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Sarrak on June 21, 2018, 07:06:25 am
A pity to see you drop. But, correct me if I'm wrong...

You actually lost nothing important (already getting more food per turn than needed to sustain your civ & lost workers costing you 3 food & 5 labor) and have great perspectives at upgrading everything & becoming much stronger than before? Plus, invasions are quite common and only get worse as game progresses, so defences should have been in place?
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Lenglon on June 21, 2018, 07:09:30 am
Uh...
you might wana calm down a bit there 0cra, and the random events have happened on every turn that's a multiple of 5.
You trackin that he's rollin for how the events impact civs? odds on what happened is you rolled a 1, and have no defenses nor combat-ready workers, so it was literally a worst-case scenario. even so, you're set up to recover quickly...
And, um, is there any assistance you would like from me? I mean I've been pretty open on the fact that I'm here for you, all you gotta do is ask...

edit: fk it.
GM: how much FP would I need to burn to full-repair all the damage the Orassans suffered from the bear attack?
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: TricMagic on June 21, 2018, 07:18:01 am
How in the world did the bears get there? We're in Mangroves. Are they Ninja Bears?
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Lenglon on June 21, 2018, 07:23:03 am
Black bears actually decide to live in swamps sometimes. they're less common there, but it's still a perfectly viable bear habitat.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: TricMagic on June 21, 2018, 07:27:16 am
Cait Sith

1 demihuman extramagical apprentice, 1 disciplined apprentice, 1 regular apprentice, and 1 disciplined demihuman extramagical writer apprentice research Advanced Magic Theory. The Arcanum Botanica is used as reference by the writer.

1 Philosopher Argues.

2 workers forage at K-1.

6 food is spent to make 2 new workers.

1 Disciplined Apprentice takes a dip in the Fountain of Rebirth.


Mabel, can we maybe get a basket? We're near starvation range right now.

Also, darn. They're still ninja bears though.

I really hope we can upgrade to full time Magic users, I want my Tree-housing Spell.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Atomic Chicken on June 21, 2018, 07:27:34 am
((It takes a whole turn to get on a horse? Out of curiosity, what is the reasoning behind this (mechanics-wise)? In a scenario where a mounted hunter decides to remain at the settlement to research for a turn, the horse would be unavailable for use by another worker on that same turn, which seems somewhat illogical to me.))

The Xekarni

Spoiler: actions (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Sarrak on June 21, 2018, 07:28:41 am
Considered stealth weremammoths are a thing... (http://www.bay12forums.com/smf/index.php?topic=141173.msg5604852#msg5604852) Why not ninja bears as well?

I think it's not turn, but action. Logistics issue. So horses are akin to artifacts. Heh
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Lenglon on June 21, 2018, 07:30:22 am
Cait SithMabel, can we maybe get a basket? We're near starvation range right now.
"Certainly"
editing action
action edited
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: TricMagic on June 21, 2018, 07:33:37 am
Disci visits Tallamon and orders him to travel the world. First to Cait Sith to train someone there

Also, Disci, Why? I Have People to train in a bit.  Think it's a bit obvious that we will need Heroes of the Sith.(Cait)
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Sarrak on June 21, 2018, 07:35:46 am
Cait SithMabel, can we maybe get a basket? We're near starvation range right now.
"Certainly"
Uh... This is actually possible? To request precise things from gods?
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: TricMagic on June 21, 2018, 07:38:04 am
It's up to them to decide to spend their FP. But a basket was made for two others. We do give FP to her. Mostly the fact that Mabel & Izzith are likely to get 9 FP from us this turn.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Lenglon on June 21, 2018, 07:39:35 am
Cait SithMabel, can we maybe get a basket? We're near starvation range right now.
"Certainly"
Uh... This is actually possible? To request precise things from gods?
sure. It's generally advisible to ask the gods that care about that aspect of course. For example getting the Cait Sith a larger population actually is in the interests of both Mabel and Izzith, because we gain FP each time a new member of their civ is born because of we made a signifigant earlygame investment into their tile. and Mabel in particular has already created Bountiful Basket artifacts or similar such things for each of the other demihuman civs. So the Cait Sith asking Mabel for one for themselves is a good idea on their part, and granting them their request is a good idea on mine.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Lenglon on June 21, 2018, 07:43:31 am
It's up to them to decide to spend their FP. But a basket was made for two others. We do give FP to her. Mostly the fact that Mabel & Izzith are likely to get 9 FP from us this turn. Mabel has considers the Cait Sith's prosperity one of her vested interests, along with the Orassans, Jotun, and the (now-defunct) Merfolk Council, and they have her ear for pretty much anything they want.
fixed
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Detoxicated on June 21, 2018, 08:34:35 am
Gee its only a game. this is not the way to portray yourself in a forum such as this one. afterall losing is fun.

Disci visits Tallamon and orders him to travel the world. First to Cait Sith to train someone there

Also, Disci, Why? I Have People to train in a bit.  Think it's a bit obvious that we will need Heroes of the Sith.(Cait)
Because I have nothing to do and tallamon will help you... i am curious why you wouldnt want a hero trainer...
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: TricMagic on June 21, 2018, 08:48:42 am
It's more the fact you told him to travel the world. We still need to set up properly. We don't have 40 food after all.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Sarrak on June 21, 2018, 09:06:02 am
Cait SithMabel, can we maybe get a basket? We're near starvation range right now.
"Certainly"
Uh... This is actually possible? To request precise things from gods?
sure. It's generally advisible to ask the gods that care about that aspect of course. For example getting the Cait Sith a larger population actually is in the interests of both Mabel and Izzith, because we gain FP each time a new member of their civ is born because of we made a signifigant earlygame investment into their tile. and Mabel in particular has already created Bountiful Basket artifacts or similar such things for each of the other demihuman civs. So the Cait Sith asking Mabel for one for themselves is a good idea on their part, and granting them their request is a good idea on mine.
Can I also request one? Since you already invested into Monastery
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: The_Two_Eternities on June 21, 2018, 09:55:17 am
The People
Action 1:
Ymar with !*Rehield*! and the Armor of Purity
The half-secretary bird with a crude spear
A worker with a crude spear
Hunt at G3
Action 2:
2 workers
Make 2 primitive houses
Action 3:
3 workers
Forage at H4
Action 4:
2 workers
Research Farming
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Nakéen on June 21, 2018, 11:01:32 am
Dipnoi Republic

Spoiler: Actions (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: King Zultan on June 21, 2018, 11:04:48 am
Seeing the destruction and carnage brought forth by the bears Blarg acts.

Blarg spends some FP to teach the zebras how to build a defensive wall.
"Okay, Zebras the wall being built should be made a priority, as it could be the difference between living and dying."
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Maximum Spin on June 21, 2018, 12:12:30 pm
Bluntly, Orca is just kind of like that, generally. I don't know what his problem is, but I just sort of learned not to count on him.  :-\
(incidentally, the reason I say this? I'm hoping he'll change his mind out of spite. Spite is a powerful motivator!)

Anyway, Zazmio, I think my FP is wrong? I had 5 last turn (although I never actually checked that for correctness...), spent it all on snakes, then gained a total of 9 that I can see, and have 12 according to the turn. Now, don't get me wrong, I'll be thrilled if you can convince me I do have twelve FP, but for now I think I have nine.

Actions therefore pending finding out how much I actually have to spend!
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Oblivion2007 on June 21, 2018, 01:39:04 pm
My FP is in a weird situation. I should have spent all my FP last turn leaving me at zero. Then I got 3+3+3+1=10 but instead I have 13. However the 3 Plains I planned to build never got built so those 3 FP weren't spent meaning I started the turn with 3FP not 0FP. So my FP is actually correct.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Supernerd on June 21, 2018, 05:22:08 pm
I have to say that I strongly disagree with 0cra_tr0per. The moon beast events have a clear purpose, and that is to hype up whichever gods are having the least amount of fun. This time it was bears. Bears like to eat. Eating is basically a bear's entire thing. Everyone had to deal with bears, not just you. So when the bears stumbled upon the civilization that had a massive stockpile of food they obviously would go to get it. And when the civilization is totally undefended...

And obviously, the next moon that comes after you choose to quit the game will be the year of the Cat! So maybe hang in there for a bit longer.

Jotun Oligarchy

Spoiler: Action Post (click to show/hide)
Spoiler: Possible FP Triggers (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: TricMagic on June 21, 2018, 05:41:04 pm
The Year of the Cait?


Also, Holo went poof apparently..
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Screech9791 on June 21, 2018, 05:52:08 pm
I have to say that I strongly disagree with 0cra_tr0per. The moon beast events have a clear purpose, and that is to hype up whichever gods are having the least amount of fun. This time it was bears. Bears like to eat. Eating is basically a bear's entire thing. Everyone had to deal with bears, not just you. So when the bears stumbled upon the civilization that had a massive stockpile of food they obviously would go to get it. And when the civilization is totally undefended...

And obviously, the next moon that comes after you choose to quit the game will be the year of the Cat! So maybe hang in there for a bit longer.

Yeah, but I've already lost interest in the game because the previous GM bullshittery was nothing that big of an issue compared to this incident.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Supernerd on June 21, 2018, 06:08:51 pm
I fail to see how its such a big deal. You still have plenty of food so you can replace the worker you lost with a more cat-like one. You have plenty of wood so the loss of the primitive houses doesn't matter since you can replace them with wood houses this turn which you would want to do anyway.

Eh whatever. I'll remember your eagerness to quit when I decide which players applications to accept for my next Gridland Survival game. (Assuming that GS3 makes it to turn 33 of course)
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: TricMagic on June 21, 2018, 06:11:21 pm
I'm a Manakete, so we'll be fine. I kinda want to take a swim in lava though.


Also, is there an open god slot in your game?
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: DAPARROT on June 21, 2018, 07:09:40 pm
Keerim waits for FP while contemplating the possibility of owlbears
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Zazmio on June 21, 2018, 07:56:44 pm
My FP is in a weird situation. I should have spent all my FP last turn leaving me at zero. Then I got 3+3+3+1=10 but instead I have 13. However the 3 Plains I planned to build never got built so those 3 FP weren't spent meaning I started the turn with 3FP not 0FP. So my FP is actually correct.

My apologies, I somehow neglected to put the 3 plains in.  I gave you 3 FP back, so you now have 16 FP.  The 3 extra is from me editing in another 3 FP for you on turn 24.  I double checked your FP total and I'm pretty sure 16 FP is right.  Feel free to do the 3 plains this turn if you want.

Also, is there an open god slot in your game?

There are currently 2 open slots for either civs or gods.

Quote from: Supernerd
But I should have four crude tools because you didn't provide a reason about why I wouldn't have them.

Fixed, thanks


Anyway, Zazmio, I think my FP is wrong? I had 5 last turn (although I never actually checked that for correctness...), spent it all on snakes, then gained a total of 9 that I can see, and have 12 according to the turn. Now, don't get me wrong, I'll be thrilled if you can convince me I do have twelve FP, but for now I think I have nine.


I double checked.  You have 12 FP.  You had 5 on turn 24, then gained -3+1+2+6+1=7.  7+5=12.

((It takes a whole turn to get on a horse? Out of curiosity, what is the reasoning behind this (mechanics-wise)? In a scenario where a mounted hunter decides to remain at the settlement to research for a turn, the horse would be unavailable for use by another worker on that same turn, which seems somewhat illogical to me.))

I suppose we can chalk it up to taking some time to become familiar with the new mount.  I was trying to think of a way that would be easiest on me book keeping-wise, to be honest.  Do you really think the legendary Naga warrior Goruk would share his fire-breathing mount with some peasant?  ;)  Anyway, allowing easy constant switching of mounts between workers sounds like a headache to me.



Quote from: orcadropser
fuck you gm

I can't think of anything much to say to that, other than I expected more fortitude from a Dwarf Fortress player.  I mean, DF is 100X more harsh than this game.  Maybe I should introduce worker tantrum spirals...
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Maximum Spin on June 21, 2018, 08:03:02 pm
I double checked.  You have 12 FP.  You had 5 on turn 24, then gained -3+1+2+6+1=7.  7+5=12.
Ah, so it only took 3 to make the snakes? I thought it was five last time. Okay.

ETA: Oh right an action. Uh.

Nagas, already tired of waiting for his new worshippers to get with the diplomacy program, Zaps one Xekarni worker with advanced diplomantic [sic] ability. I am envisioning this as a boost to diplomacy-related research and actions.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 22, 2018, 11:29:57 pm
Turn 26 - The Stone Age
(https://i.imgur.com/vKJEGDI.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Game Events:
The Zebras at G7 worship Blarg!  The Swamp god gains 2 FP!
The Zebras build a wooden palisade at G7!  Amastay gets 2 FP!
Ursaxus and the host of bear-men attempt to assault the palace of Bakhon the Wondrous, but a magical force field fends off the attack!  Izzith gets 2 FP!  The assault causes a wave of Djinn Restlessness to emanate from the palace!  All civs get +1 to Djinn Restlessness!!
Then the colossus and the bear-man host move to I4 and ravage the tile!  Farsky gets 3 FP!  Mabel gets 3 FP!
The carnivorous fire-breathing horses at I4 flee to J4!  They become slightly snake-like!  Nagas gets 3 FP!
The Marine Duck at F6 moves to G7.  Keerim gets 1 FP.
Tallamon the Hero Trainer moves to K1.  It teaches discipline to the philosopher.  Disci gets 1 FP.

Godly actions of note:
Disci orders Tallamon the Hero Trainer to wander the earth training people!
Mabel creates many new lands as detailed here (http://www.bay12forums.com/smf/index.php?topic=170798.msg7790483#msg7790483) for 24 FP!!  Then Mabel creates another Bountiful Basket at K1 for 5 FP!
Nagas Zaps Goruk, legendary Naga spear warrior, making him "diplomantic" for 3 FP!
Blarg tries to teach the Zebras defensive wall building, but they already know how!

Civilization actions:

Hidden Monastery
2 workers & 1 worker wearing Fey Hair-Ribbon forage food on I8 and get 7 food.  Mabel gets 3 FP!  Izzith gets 3 FP!
2 workers & 2 martial artists continue building Martial Arts School at I9.
Neheb meditates on his victory at I9 and receives a mysterious boon!
Injured master python-style martial artist recuperates.

Cait Sith
1 demihuman extramagical apprentice, 1 disciplined apprentice, 1 regular apprentice, and 1 disciplined demihuman extramagical writer apprentice research Advanced Magic Theory.
1 Philosopher Argues.
2 workers forage for food at K-1 and find 4 food.
6 food is spent to make 2 new workers.  The workers become extra magical and demihuman!  Mabel gets 6 FP!  Izzith gets 6 FP!
1 Disciplined Apprentice takes a dip in the Fountain of Rebirth.  It's like he's reborn!  The disciplined apprentice becomes extra magical and demihuman!  Mabel gets 3 FP!  Izzith gets 3 FP!

The Xekarni
1 injured worker is healed using 3 reagents.
The other injured worker rests.
1 horse tamer attempts to tame a carnivorous fire-breathing horse at I4, but wisely decides to flee from the Colossus instead!
Goruk mounts a tame fire-breathing carnivorous horse.
2 moderately snake-like workers (armed with 2 crude spears) attempt to forage for reagents at I4 using 2 crude tools but wisely decide to flee from the Colossus instead!
1 moderately snake-like spear warrior with venemous bite (armed with 1 crude spear) hunts at K5 (I5,J4,K5) and gets 2 food.  The moderately snake-like spear warrior morphs into a Naga spear warrior with venemous bite!  Nagas gets 3 FP!
3 slightly snake-like workers and 1 Naga spear warrior research Camouflage.

The People
Ymar with !*Rehield*! and the Armor of Purity, the half-secretary bird with a crude spear, and a worker with a crude spear hunt at G3 and find 9 food.
2 workers Make 2 primitive houses.  Amastay gets 1 FP.
3 workers Forage at H4 and find 6 food.
2 workers Research Farming.

Dipnoi Republic
1 Pygmy Charmer researches Diplomacy.
3 Workers forage for Food in I7 and find 7 food.
2 Snake Tamers herd the Egg-Laying Snakes at I6 into the Ranch at I6 with the help of the 2 Tame Giant Anacondas.  Nagas gets 3 FP!
3 Workers repair the Mud Barricade at I6.  Amastay gets 1 FP.
1 Worker researches Wood Gathering and the tech is complete!
Feed 4 Food to the Tame Giant Anacondas.
2 injured Workers rest.

The Jotun Oligarchy
1 Greenthumb worker using the artifact "Bountiful Basket" and 2 workers (ate bloodberries) equipped with 2 Slings Harvest the Orchard at C4 and get 15 food.
1 bountiful gatherer (ate bloodberries) equipped with the artifact "Giant-sized Flint Sickle of Harvesting" and 2 workers equipped with 2 slings Forage at C3 and get 10 food and 3 bloodberries.
2 workers construct a Giant Primitive House at D4.  Amastay gets 2 FP.
8 workers using 4 crude tools construct 10 crude tools.  Amastay gets 2 FP!
1 Injured worker and 1 Lazy worker attempt to consume 1 bloodberry each but fail because 1 is injured and 1 is pissed-off.  (eating a bloodberry is an action, and both workers cannot perform actions this turn.)
1 Food is fed to the Tame Cobras
The intelligent violent man-eating seagulls attempt a raid on C4, but are repulsed by a hail of sling bullets!  One wonders if they have learned from their mistake!  Keerim gets 2 FP!

Orassan Empire
In a fit of rage, a worker punches another and accidentally kills him!  The dead worker's friend throws a tantrum and then kills the first worker!  The entire civ is destroyed in a tantrum spiral!!!  Orassan Empire is no more!!

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)

I somehow modified turn 25 on accident!  Turn 25 is lost...
I think I have it saved at home, though

edit:  Ok, turn 25 has been rescued!
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Lenglon on June 22, 2018, 11:40:25 pm
Um, did i miscount my FP use? I thought i was only filling in empty tiles other than the basket...
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Supernerd on June 22, 2018, 11:42:49 pm
It might not be too late to hit the back button on your browser a bunch of times and then copy and paste the post as it was.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Zazmio on June 22, 2018, 11:43:17 pm
I've counted it about 5 times, keep coming up with 24 tiles...
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Zazmio on June 22, 2018, 11:45:45 pm
It might not be too late to hit the back button on your browser a bunch of times and then copy and paste the post as it was.
I keep hitting 'modify' instead of 'quote' without realizing it.  Annoying.
Going back did not work.  I'm pretty sure I have it saved at home, though.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Supernerd on June 23, 2018, 12:07:15 am
What I do is intentionally click modify and then copy and paste the contents of the post into a new post. That way I don't need to remove the quote tags.

I did not see any rules about how equipment stacks with other equipment, but the fact that its possible to use 2 spears at once suggests to me that my action is valid, or at least tolerable.

Jotun Oligarchy

Despite being pessimistic about Amastay's interest in actually helping the Jotun Oligarchy despite the massive massive amounts of FP that the Jotun Oligarchy generated for him, the Jotun Oligarchy still begin progress on figuring out how to create a temple for him. Because, well... Massive massive amounts of FP generation. It was only a matter of time before it became even more blatantly obvious to Amastay that the Jorun Oligarchy embodied construction more than any other civilization in the world!

Spoiler: Action Post (click to show/hide)
Spoiler: Possible FP Triggers (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Zazmio on June 23, 2018, 12:29:09 am
Quote
This may not be an error, but should I have collected 0 bloodberries even while using the sickle?
Also, you didn't fix the giant primitive house in the spoiler
Ok, fixed
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Supernerd on June 23, 2018, 12:34:39 am
Huh. I thought the bloodberry thing was intentional. Guess it pays to actually double check stuff.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Nakéen on June 23, 2018, 12:38:17 am
Dipnoi Republic

Spoiler: Actions (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Sarrak on June 23, 2018, 12:42:06 am
Is it possible to use building that is finished at the same turn? Wanted to start training immediately
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Zazmio on June 23, 2018, 01:05:22 am
Is it possible to use building that is finished at the same turn? Wanted to start training immediately
nope
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Atomic Chicken on June 23, 2018, 05:07:11 am
((Thanks for the zap, Maximum Spin! I'll start up a Diplomancy programme right after I improve my food situation and get the Bear problem in check.))

The Xekarni
Spoiler: actions (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Lenglon on June 23, 2018, 05:08:18 am
I've counted it about 5 times, keep coming up with 24 tiles...
...
So, i just did a recount and came up with 26 tiles, meaning I messed up even more than I thought I had. though I notice you didn't fill in two of the savannah tiles so I think that why our counts dont match.

so, first off, sorry for failing at counting.
secondly, lets see if I can complete this project...

Mabel
Make F9 and G9 into savannah
K11 through G11 into mountains
F11 into Forest
E11 through C11 into hills
B11 and A11 into Ocean
total 13 I think.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Oblivion2007 on June 23, 2018, 06:07:37 am
Izzith spends 10FP turning J3 into an Enchanted Forest. The Enchanted Forest contains many fey creatures and talking animals, the trees are alive and sometimes move when people aren't watching. This can lead to visitors getting lost or tricked by the inhabitants.

Then Izzith spends another 20FP to create Oosfaa the Brilliant at J3. Oosfaa the Brilliant is a powerful Djinn blessed with great knowledge of magic by his creator. As a Djinn his natural instinct to provide boons to the worthy results in him teaching those he finds fitting some of his knowledge. As a being of great knowledge he takes great joy in proving himself more brilliant than others, often leading to mischief as he tricks those visiting his domain.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: King Zultan on June 23, 2018, 07:11:12 am
Blarg sits with the Zebras for a bit.
"I'm still around if any one wants any thing."
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Sarrak on June 23, 2018, 08:15:05 am
Hidden Monastery

2 workers & 1 worker wearing Fey Hair-Ribbon forage food on I8
2 workers & 1 martial artist continue building Martial Arts School at I9
Neheb & 2 martial artists hunt on J10
Worker starts researching Wood Buildings
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: TricMagic on June 23, 2018, 08:17:07 am
GM, can you please tell me what being disciplined does? How in the world did Tallamon get him to shut up for a second?

Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: TricMagic on June 23, 2018, 08:26:56 am
Cait Sith

1 apprentice, 1 demihuman extramagical apprentice, 1 disciplined apprentice, 1 disciplined demihuman extramagical apprentice, & 1 disciplined demihuman extramagical writer apprentice research Advanced Magic Theory. Arcanum Botanica is used as reference.

1 Philosopher Argues With discipline, the Philosopher takes a dip in the Fountain of Rebirth to better communicate with spirits.
(Come on, I kinda need you to gain knowledge here, and you can't if you don't have magic. We have at least 1 in range, and another with a move boost)

2 Workers pick up their spears and fish at J-1
2 Extra-Magical Demihuman Workers pick up their spears and fish at K-1. Bountiful Basket is used.



May any of our patrons please drop some food on our heads? Blarg maybe, they did leave plenty to use.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: The_Two_Eternities on June 23, 2018, 10:18:58 am
The People
Action 1:
1 worker researches farming
Action 2:
6 workers build a Primitive Barricade at H4
Action 3:
Ymar with !*Rehield*! and the Armor of Purity
The half-secretary bird worker with a crude spear
A worker with a crude spear
Hunt at H4
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Zazmio on June 23, 2018, 04:41:42 pm
I've counted it about 5 times, keep coming up with 24 tiles...
...
So, i just did a recount and came up with 26 tiles, meaning I messed up even more than I thought I had. though I notice you didn't fill in two of the savannah tiles so I think that why our counts dont match.

so, first off, sorry for failing at counting.
Also part of the problem was you wrote "F8 through H9 into savannah" which is not exactly clear.  When it's not clear, I might interpret it in a way that wasn't your intention.  You also didn't have enough FP for 26 total tiles.

But anyway, it's all good.  We now have most of the map filled in, and in an aesthetically pleasing way, more or less -- no tundras next to scorching deserts next to swamps, that kind of thing.  Thank you, Mabel and Izzith!

GM, can you please tell me what being disciplined does? How in the world did Tallamon get him to shut up for a second?

Well, you might have noticed that disciplined workers never play grabass with each other.  It might be one of those things that doesn't have much impact on the game yet, but will in the future.  As for your second question:  it's a mystery.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: DAPARROT on June 23, 2018, 06:05:53 pm
Keerim creates floating islands at B6. These islands contain a type of magical stone that causes them to float in the sky like clouds, as well as magical springs that produce seemingly endless water, resulting in many waterfalls raining down on the ocean below

also make a mate for the marine duck at G7, the zebras seem nice, but he probably wants more of his kind around
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: helmacon on June 24, 2018, 12:16:43 am
Amastay bides his time, his fp count swelling. Grand things are under construction.

He watches the giants carefully.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Maximum Spin on June 24, 2018, 12:56:51 am
Nagas has a cluster headache! That isn't good for anybody! The pain and madness seeks a way out, driving Nagas to begin Divine Project: One Eye Screaming in the ruins of tile B3! One Eye Screaming is a powerful and incomprehensible monster of formless writhing shadow that itself spawns smaller monsters twisted from the souls of living things around it and naturally corrupts its surroundings into an eldritch nightmarescape. Nagas invests up to ten FP in One Eye Screaming this turn.

"can't escape
no stopping
it doesn't stop
w̵̯̗̞͉̹͓e͓̤̗͖̘̣̤̻̖͟ ̵͉͉̪͔͓̬̠̣ͅc̶̶̩͙͍̺͖̹̺̲a̶̙̝̳͚̩͉͎n̛̤n̛̖͓͇̤͔͡o̢͘͏̺͉̹t̮̬̜̘̀
͎͍͎̳̮̖̹͠t̰̞̀h̠̜̪̬́͝ḛ͇̮́r͙̥̱̮͝e̵̴͎̟͓͙̺̝̝̙ ҉͉͕͙̗̙̭i̡͔̰̖͢s̸̗̤̣̤͖̺ ̛̗͎͉͍͚͠n̷̬͎͍͓͔̖o̵̵̵̞̣ ̴̡͙̠͕̟e͝͏̵̱̜s̲̞͍͚̥̘c̸̶̣͇̤͔͍͕̙̀a̟̺̳͈̤̜̲̙̰͝p̕҉̛̞͚̫̠͚̱͖̜̜e̙͕͈͕͎̰͇̻̭
̩͍̼͍̫̠̳i̼̖̙̩̜̖͠t͕͙͙͕̺͉͘͡͞ ̵̜̝̗͉̮̰̝͈͖i̵̞̮̻͇̻̦̫s̴̪͞ ͍̠͕̟̬̗̹̗͡͝b͈̘̙̱̱͖u̖̹̘̭̠̟̬r҉̣͉̫͚̗̻́͝n̷̯̬͟i͕͍̱͔̳̺͕̝̺n̟͜͝g̺̯̜̫
̷̬͚͜ì̵͔͓͎͙̬͚̻̮t̯̲͍̬̠̪͟ ̖͚̬̬̦̙͝ͅi̢̤͕͡s̮̗̀ ̷͙̗̕ͅa̙̣̻͠l̛̼̲̼͓̖̞͉͘ͅl̩̠̺̥̀ ̴̷̞̜͍b̷̴̟̮̮̫̗͖͎͞ṳ̶͎̤̬r͜͏̪̳̥͉̥͖͓n̶̡̜̙͎̹ị̮͍̣̝͕̱͜ṇ̞̤g̵͚̞̞̤̬͔͖͢
e̡͟͜͢ś̶̕͝͡c̷͏͡a̷҉̕p̴͜͝é̸̛ ̨̛̕͠͠t̴̕͜͞o̢͏̢͡͝ ͠e̢͜͏͞͡ś͘͜c̶̸̡͝à̕͜p̷̴̷͠e̴̢ ̢̀͞e̕͡x̢͏ć̷͡͏l͢͡u̴͟d͟e҉̡͟ ͏t̕͢o̴̕ ̛͡p̴̀͠͞ư̧̧̕t̕͜ ́͜͝ó̸͢͠u͜͝͞҉t̷̷̡͡͝
͘͢O͘̕U̶̶͢T̵̴ ̨̛́Ò͟͢͠U̕͜T̵̸̶͝ ҉͞O̧͘͝͠U̵͠͞T̢͘
́̕͜t̵̕͢h̡͝͝é̕͡͞r̡͢͡͠e̕͟͜͡ ̸̡i͢s̷̢҉̧ ͟͟͠҉n͝͡o̴͝ ͠͏̶͢B̵̢͝͞O͠͡͝U̧N͞D̸͡͏̴À̢̧͜R̵͡͡Ý̢͢͡ ̵͢w͞h҉a̷̵̶͟͢t̶̢ ̢̨͘̕͡i͢͡s̨͠҉̷́ ̵̀͝w̶̴̛͏i̛͢t̀͠h̷̨͟҉i̴͝͠͡n͏́͢͠ ̧̕į͟s̵̀
̵̨̛͘r̴͝e̵̡̕f͏҉̨̕l̵̵̛̀͞e̢͏ç͏̸͘t̸͟ę̷̀͝͠d̨̧͞
̵͢҉͠w͘͏̶i̛͟͡t͟҉̀͘h̵̴̢̨͜o̷͠ú̕͡t̶̨́͢"
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Prismatic on June 24, 2018, 03:17:57 am
Keerim creates floating islands at B6. These islands contain a type of magical stone that causes them to float in the sky like clouds, as well as magical springs that produce seemingly endless water, resulting in many waterfalls raining down on the ocean below

I've been lurking in this thread for a while, but the imminent addition of floating islands has piqued my interest immensely. I might start a civ here next turn if there's still a slot available.

DAPARROT, do your eternal springs have a tangible source? Magical water-generating stones or similar (like how aquifers currently work in Dwarf Fortress) might turn out to be incredibly useful for various projects that come to mind.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Rockeater on June 24, 2018, 05:08:30 am
What I can join as?
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Oblivion2007 on June 24, 2018, 05:32:06 am
What I can join as?
We need more civs really. Plus in my opinion being a civ is basically objectively more engaging than being a god. Unless you are personally really attached to the idea of playing a god I think the civ mechanics are more developed. I ended up picking a god because there was a shortage when I joined and I made a civ in the other Gridhood, a decision I've been kinda regretting since.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Zazmio on June 24, 2018, 05:48:32 am
Turn 27 - The Stone Age
(https://i.imgur.com/P2V3icB.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Game Events:
The Zebras at G7 worship Blarg!  The Swamp god gains 4 FP!
Tallamon the Hero Trainer stays in K1 and convinces the philosopher to bathe in the fountain with a steely three-eyed glare.  Disci gets 1 FP.
The colossus Ursaxus and his slavering, rabid bear-man host have destroyed the Verdant Magical Forest at I4!  It's now a Devastated Wasteland!  Then they begin moving south!  Farsky gets 2 FP!  Mabel gets 2 FP!
The carnivorous firebreathing horses at J4 become moderately snake-like!  Nagas gets 3 FP!

Godly actions of note:
Mabel performs many actions (here (http://www.bay12forums.com/smf/index.php?topic=170798.msg7791956#msg7791956)) for 13 FP!
Izzith turns the swamp at J3 into an Enchanted Forest for 10 FP!  Then, for 20 FP, Izzith creates Oosfaa the Brilliant at J3!
Keerim creates Floating Islands at B6 for 5 FP!  Then
Keerim creates another marine duck at G7 for 1 FP.
Nagas creates the Divine Project "One Eye Screaming" and puts 10 FP into it!

Civilization actions:

The Jotun Oligarchy
1 Greenthumb worker using the artifact "Bountiful Basket" and 1 crude tool and 5 workers equipped with 3 slings and 5 crude tools Harvest the Orchard at C4 and get 36 food!
2 workers (ate bloodberries) equipped with 2 Slings and Bountiful Gatherer (ate bloodberries) equipped with a sling Hunt at E3.  They get 5 food.  They are attacked by dire wolves!  The wolves are beaten back with no injuries.  Wolf corpses are butchered for an additional 4 food.
3 workers equipped with 3 crude tools forage for stone at E3 and find 8 stone.
6 workers begin research on Temples.
1 Food is fed to the Tame Cobras.

Dipnoi Republic
3 Workers ranch at tile I6 and get 9 food.
2 Snake Tamers hunt in I7 with 2 Blowdarts and 2 Tame Giant Anacondas.  They get 8 food.  Nagas gets 2 FP!
2 Workers and 1 Mud Specialist research Architecture.  The tech becomes stalled after reaching 10 of ?.  1 worker thinks Mathematics is necessary to get further in Architecture, and researches it.  1 worker takes a mud bath.
3 Workers research Priesthood.
1 Pygmy Charmer research Diplomacy.
4 food is fed to 2 Tame Giant Anacondas.

The Xekarni
1 horse tamer (armed with 1 crude spear) tames a moderately snake-like carnivorous fire-breathing horse at J4.  The horse tame becomes slightly snake-like!
1 moderately snake-like worker trains to become a spear warrior.
Goruk, 1 Naga spear warrior and 1 Naga spear warrior with venomous bite (armed with 3 crude spears) hunt at K6 (I5,J6,K6) and find 8 food.  On the way back to I5, they encounter the enigmatic warrior Spudwolf, accompanied by several dire wolves, at J6!  Spudwolf does not attack, however, and says he just wants to talk.  Says he:  "I am here to warn you, and to strike a bargain.  That colossus and his foul horde are on the move towards your village!  I will help to defend your strange snaky people in exchange for some food and 6 attractive females! (-6 food, -1 worker)  What say you?"
3 slightly snake-like workers (armed with 3 crude spears) forage for food at K5 (I5,J4,K5) using 3 crude tools and find 9 food.  The 3 workers become moderately snake-like!  Nagas gets 3 FP!
2 workers research Camouflage.

Hidden Monastery
2 workers & 1 worker wearing Fey Hair-Ribbon forage food on I8 and find 7 food.
2 workers & 1 martial artist continue building Martial Arts School at I9 and the structure is complete!  Amastay gets 4 FP!  Disci gets 3 FP!
Neheb & 2 martial artists hunt on J10 and get 5 food.
1 Worker starts researching Wood Buildings.  The Birds of Paradise inspires!  Keerim gets 2 FP!

Cait Sith
1 apprentice, 1 demihuman extramagical apprentice, 1 disciplined apprentice, 1 disciplined demihuman extramagical apprentice, & 1 disciplined demihuman extramagical writer apprentice research Advanced Magic Theory. Arcanum Botanica is used as reference.  The disciplined extramagical writer apprentice discovers a section in the Arcanum Botanica that was previously hidden by magical means!  The section describes a prophesy of cataclysmic doom, a cataclysm involving the dead coming to life and extinguishing the living, and this cataclysm is expected to occur on turn 40!!  Izzith gets 2 FP!
The philosopher reluctantly bathes in the fountain after being threatened by the hero trainer.  The philosopher is now extramagical and demihuman, in addition to being disciplined and cleaner.  Izzith gets 2 FP!  Mabel gets 2 FP!  Disci gets 2 FP!
2 Workers pick up their spears and fish at J-1 and get 6 food.
2 Extra-Magical Demihuman Workers pick up their spears and fish at K-1. Bountiful Basket is used.  They get 7 food.

The People
1 worker researches farming and the tech is complete!
6 workers build a Primitive Barricade at H4 and the structure is complete!  Amastay gets 2 FP!
Ymar with !*Rehield*! and the Armor of Purity, the half-secretary bird worker with a crude spear and 1 worker with a crude spear Hunt at H4 and get 10 food.

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Zazmio on June 24, 2018, 05:59:05 am
What I can join as?
We need more civs really. Plus in my opinion being a civ is basically objectively more engaging than being a god. Unless you are personally really attached to the idea of playing a god I think the civ mechanics are more developed. I ended up picking a god because there was a shortage when I joined and I made a civ in the other Gridhood, a decision I've been kinda regretting since.
I liked being a god in another gridhood that is now dead.  They both can be fun.  Playing as a god can sometimes mean spending several turns in a row unable to do anything, but you are able to impact the world in a big way.

I say be whichever you want to play.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Sarrak on June 24, 2018, 06:02:34 am
To any god interested: Hidden Monastery would be kind of grateful for any means of easily getting more food from less labor (hunting tools or artifacts or making wasteland into something productive may apply)
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Nakéen on June 24, 2018, 06:04:25 am
Dipnoi Republic

Our Mud Specialist has been struck with a revolutionary idea!

Spoiler: Actions (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Prismatic on June 24, 2018, 07:01:25 am
A new civilisation awakens to greet the dawn!

Name: Aglejo
Trait: Engineering
Starting tile: B6

Spoiler: Starting actions (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Atomic Chicken on June 24, 2018, 07:30:48 am
((Congratulations on achieving a complete map! It looks great!))

The Xekarni
Spoiler: actions (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: TricMagic on June 24, 2018, 07:44:12 am
You are going to be stuck on that Isle for a while, but at least you should avoid the cataclysm.


Cait Sith

2 demihuman extramagical workers pick up their Crude Spears and fish at K-1 under Tallamon's Watchful Gaze.

1 Disciplined Extra-Magical Demihuman Philosopher waxes poetic about Discipline.(Argue action)

1 demihuman extramagical apprentice, 1 disciplined apprentice, 1 disciplined demihuman extramagical apprentice, & 1 disciplined demihuman extramagical writer apprentice research Advanced Magic Theory. Arcanum Botanica is used as reference.

1 regular Apprentice bathes in the Fountain of Rebirth.

2 Workers pick up their crude spears and fish at J-1. 1 Bountiful Basket is used.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Detoxicated on June 24, 2018, 08:03:27 am
Disci orders Tallamon to go to the hidden monastary to teach the monks.

Grant the Xekarni Sunzi's Art of War at I5. This book holds the secrets of war and is indestructible. It appears af if Disci pulled it out of another universe.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Supernerd on June 24, 2018, 09:15:28 am
I think that Spudwolf request was inverted in the brackets. It might be less of a GM error and more of a speech impediment thing on Spudwolf's end.

Jotun Oligarchy

The Jotun Oligarchy notice that they only just barely do not have enough stone to build a new house this turn. If they had a special tier tile for gathering stone then they would have surely been able to build a house right now. Instead, it will need to be delayed until the next turn. Work continues as usual. 4 workers go to forage for stone at the mountain to see if it suffers from the same diminishing returns that food collection does.

Spoiler: Doublecheck (click to show/hide)
Spoiler: Action Post (click to show/hide)
Spoiler: Possible FP Triggers (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Oblivion2007 on June 24, 2018, 09:33:57 am
The map still shows J3 as a swamp rather than an Enchanted Forest.

Also fuck that titan gate, it was erected on the tile after I just put Bakhon there which means nobody ever visits him, caused a horde of scrubs to attack his palace, and now wrecked my forest.

Izzith spends 5FP at H5, causing a massive magical tree to rise from the ground destroying the Titangate and turning the tile into a Huge Magical Tree tile.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: The_Two_Eternities on June 24, 2018, 09:37:22 am
The People
Action 1:
7 workers start to build a farm at H4
Action 2:
Ymar with !*Rehield*! and the Armor of Purity
The half-secretary bird with a crude spear
A worker with a crude spear
Hunt at G3
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: andrea on June 24, 2018, 10:07:50 am
Considering the number of gods that worked on the titangate and the FP they spent on it, I suspect that destroying it will get you  enemies, Oblivion.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: TricMagic on June 24, 2018, 10:48:08 am
You might just want to spend 10 FP to weaken their Leader. The bears are the result of a year.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Lenglon on June 24, 2018, 11:13:35 am
TricMagic, I don't know about you, but reading the titles of your workers seems kinda obnoxious to me. I don't suppose you could reduce them by picking a race name for your demihuman extramagicals ? then the longest would the disciplined <race name> writer apprentice. still quite long, but it'd help condense things a little. besides, that way there'd be a mental picture for what your people are like.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: TricMagic on June 24, 2018, 11:21:31 am
Just copypasted.

Ex-Magic Apprentice maybe? That sound good GM?
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Sarrak on June 24, 2018, 12:06:58 pm
Hidden Monastery

We would be kind of grateful for any means of easily getting more food from less labor

1 worker & 1 worker wearing Fey Hair-Ribbon forage food on I8
Neheb & 3 martial artists train 4 workers in their respective styles in Martial School at I9 (interested in how mountain would affect training)


GM, is it possible to move settlement onto a different tile or have two settlements? After finishing Wooden Structures, I'd like to build further on I9, to benefit from Silent Mountain effect, not on my native J9
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: TricMagic on June 24, 2018, 12:37:03 pm
That would be a no. You need something to do that. Mapmaking maybe?
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Maximum Spin on June 24, 2018, 12:57:58 pm
Nagas wonders whether he can Zap the titan with the desire to go north instead or something?
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: TricMagic on June 24, 2018, 01:02:38 pm
I'd say please don't... Just hide them so Spudwolf can fight it.

In other words, we're north of there..


Seriously, that is likely to kill us off if we don't finsh this magic tech.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: DAPARROT on June 24, 2018, 01:45:44 pm
Keerim replaces the wasteland at K10 with a rainforest

DAPARROT, do your eternal springs have a tangible source? Magical water-generating stones or similar (like how aquifers currently work in Dwarf Fortress) might turn out to be incredibly useful for various projects that come to mind.
I was thinking of them as more location based than object based, so they can be exploited but not easily moved

Interesting choice to start on the islands, since you only get 1 tile to act on for a while
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Maximum Spin on June 24, 2018, 01:54:49 pm
I find it interesting that everyone assumes that the people on the island cannot reach the tropical beach in the adjacent tile, even though there's no indication that tile types affect reachability that way.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: DAPARROT on June 24, 2018, 01:58:14 pm
The floating islands is a special tile, and part of the effects of the tile is them being in the sky, so you should need flight or a similar ability to go to the islands instead of the ocean, or leave them.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Maximum Spin on June 24, 2018, 01:59:35 pm
The floating islands is a special tile, and part of the effects of the tile is them being in the sky, so you should need flight or a similar ability to go to the islands instead of the ocean, or leave them.
"Should" is a funny word like that, isn't it? :P
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Lenglon on June 24, 2018, 02:09:20 pm
...
Mabel
No action.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Sarrak on June 24, 2018, 02:09:46 pm
The floating islands is a special tile, and part of the effects of the tile is them being in the sky, so you should need flight or a similar ability to go to the islands instead of the ocean, or leave them.
Bizarre alternative: when going around, workers would dive into an ocean beneath the sky island - ignoring gravity, as we don't quite have it working? - and when they need to return, they'd use fantasy character power to swim-climb through the island waterfalls
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: TricMagic on June 24, 2018, 02:13:45 pm
Or someone could make it start floating around, affected by winds/magnetism.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: King Zultan on June 24, 2018, 02:29:40 pm
Blarg spends some FP to restore the building at G7, you know fix the walls, windows, ceilings, and anything else that could be broken.
"You Zebras should probably build more than one palisade wall and a farm, you know I thought you guys this stuff so you would use it to increase your chances of survival."
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Prismatic on June 24, 2018, 02:47:14 pm
I'm actually perfectly fine with being restricted to an unmoving island for a good long while; expanding my reach to the sea below us and the lands beyond is a welcome challenge and will hopefully come as the product of a long-term plan I've got in mind. If any god would like to help out, I'd much prefer aid with food production or the creation of materials/plants/etc with unusual properties.

I was thinking of them as more location based than object based, so they can be exploited but not easily moved

I was imagining them as being both object-based and location-based in the sense that a single fragment of rock removed from the spring's boundaries would generate only a small but steady trickle of water; the enormous quantity of water production at the spring location would not be possible to replicate without an impractically large amount of the stuff. In this sense, it wouldn't be possible to move whole springs by simply displacing an object.

Would you grant us this blessing? I've got a bunch of ideas for tech based on the concept of portable water creation that I'd love to try out.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: TricMagic on June 24, 2018, 02:51:58 pm
So it's basically a condensation enchantment. An artifact might fit the bill. Let it enchant a riverstone.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: DAPARROT on June 24, 2018, 03:02:53 pm
I was imagining them as being both object-based and location-based in the sense that a single fragment of rock removed from the spring's boundaries would generate only a small but steady trickle of water; the enormous quantity of water production at the spring location would not be possible to replicate without an impractically large amount of the stuff. In this sense, it wouldn't be possible to move whole springs by simply displacing an object.

Would you grant us this blessing? I've got a bunch of ideas for tech based on the concept of portable water creation that I'd love to try out.
Yeah, that sounds cool, it would still be hard to get since the rock is always underwater. Maybe you need to research a way to safely mine it first?
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Zazmio on June 24, 2018, 05:41:54 pm
Turn 28 - The Stone Age - Arena Mode

The Bear-Man Colossus Ursaxis and his rabid host of Bear-Men, driven into a frenzy by their destruction of the Verdant Magical Forest and by the whiff of snaky morsels to the south, move southward towards the Xekarni homeland!  A party consisting of the legendary Naga spear warrior Goruk, 2 Naga spear warriors (1 with a venomous bite), and a moderatly snake-like spear warrior move to intercept!  They are joined by Spudwolf!  They are battling at the edge of a swamp and a devastated wasteland!

(https://i.imgur.com/x3OtxOJ.png)

Both sides are fearsome opponents.  A colossus accompanied by a frenzied host of bear-men are, needless to say, kind of a big deal!  But the other side has two legendary warriors, have martial training, and are buffed by the Swamp of Strength!  The GM determines that the Xekarni side is slightly favored!

Wager Payouts:
Colossus: 1.1:1
Xekarni: 0.9:1


You guys know the drill.  The Xekarni side can message me any special tactics they want to try.  Gods can place bets on a side, and can influence the battle in favor of a side by spending 1, 2 or 3 FP.  Bets are done in thread, and influence is done by messaging me. 
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Zazmio on June 24, 2018, 06:03:12 pm
For those of you who are concerned that arena mode disrupts the game:  I will try to process the turn 12 hours from now, more or less when I do the turn anyway, so it shouldn't really be a disruption.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Lenglon on June 24, 2018, 06:17:48 pm
Mabel
8 FP on Xekarni
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: helmacon on June 24, 2018, 06:35:19 pm
Do you know what snake like fire breathing horses sound like to me? Dragons.

 Amastay uses some fp to teach his wild dragons how to talk.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Detoxicated on June 24, 2018, 06:52:48 pm
Disci observes the Xekarni soldiers with fierce interest
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Zazmio on June 24, 2018, 07:12:12 pm
Do you know what snake like fire breathing horses sound like to me? Dragons.

 Amastay uses some fp to teach his wild dragons how to talk.

Disci observes the Xekarni soldiers with fierce interest

No bets?
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Supernerd on June 24, 2018, 07:22:30 pm
I think Disci doesn't approve of such vices as Gambling. What with being a god of Discipline.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Zazmio on June 24, 2018, 11:49:26 pm
Dipnoi Republic
Our Mud Specialist has been struck with a revolutionary idea!
1 Mud Specialist and 2 Workers research Mud Thermae
I'm confused.  When I search for Mud Thermae or Thermal Mud, all I get are mud facial beauty products.  Is that what you're trying to research?
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Nakéen on June 25, 2018, 12:37:59 am
Oh my bad, I was refering to Roman Thermae (https://en.wikipedia.org/wiki/Thermae). In short, public baths but with (sanitary?) mud!
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: dgr11897 on June 25, 2018, 01:29:22 am
Can I Zap the bear men? Give them a boost to turn the tides.
If so I farsky use three FP to give the bear men an excellent tactician. If not, well three FP for the Bears winning.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: King Zultan on June 25, 2018, 02:49:51 am
Blarg bets 3FP on the Xekarni.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Zazmio on June 25, 2018, 08:19:06 am
Turn 28 - The Stone Age
(https://i.imgur.com/35udOLC.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Arena Mode result:

The Bear-Man Colossus Ursaxus and his rabid host of Bear-Men, driven into a frenzy by their destruction of the Verdant Magical Forest and by the whiff of snaky morsels to the south, moved southward towards the Xekarni homeland!  A party consisting of the legendary Naga spear warrior Goruk, 2 Naga spear warriors (1 with a venomous bite), and a moderatly snake-like spear warrior moved to intercept!  They were joined by Spudwolf!  They battled at the edge of a swamp and a devastated wasteland!

The Xekarni spear warriors held their ground against the horde of bear-men.  Their battle formation and the buff from the Swamp of Strength served them well.  Spudwolf distracted the colossus Ursaxus and Goruk scorched the fringes of the host with fire from his horse while the Xekarni withstood the charge of the disorganized rabid host.  It looked as if the battle was certain to be won; suddenly, the battle began to turn against the Xekarni when the host received the Blessing of Farsky, increasing the host's ferocity and determination!  They almost overwhelmed the Xekarni, and some of them became surrounded by bear-men, taking them out of formation.

It was then that the legendary Naga warrior Goruk gave his life to save the surrounded warriors by leaping from his horse into the fray and single-handedly taking out a score of bear-men, allowing the separated warriors to rejoin formation.  Goruk was overwhelmed by sheer numbers and fell.  The Xekarni were shaken and things were looking grim.

Then the battle turned once again when a miraculous rain made of snakes came down on the rabid host!  The snakes ignored the Xekarni but bit at the host, creating a chaotic mass of snakes and confused bear-men!  It was just the distraction the Xekarni needed to break the host.

Meanwhile, Spudwolf danced with the colossus, pricking it with his spear again and again.  When the host was broken, the remaining Xekarni were able to help with the colossus.  It was the warrior with the venomous bite who delivered the killing blow by driving his her spear though an eye of Ursaxus and into his brain.

In the end, the colossus was dead and the remaining bear-men scattered. The Xekarni were victorious, but Goruk lay dead, and 1 Naga warrior was injured.

Mabel bet 8 on the Xekarni and won 7 FP!
Blarg bet 3 on the Xekarni and won 2 FP!

Spudwolf solemnly helped to build a cairn for Goruk in I4.  Then he took his 6 food and 1 worker and returned to Darkwolf Forest.
The Naga spear warrior with the venomous bite has performed a heroic deed, is now legendary, and can be named!  Nagas gets 2 FP!
Disci was impressed by the Xekarni's discipline!  She gets 3 FP!
Blarg gets 2 FP for a battle that was partly in a swamp.
Farsky and Mabel get 1 FP each.

Other Game Events:
The Zebras at G7 worship Blarg!  The Swamp god gains 4 FP!  The Zebras dig a moat around the wooden palisade!  Amastay gets 2 FP!
Tallamon the Hero Trainer travels to J9.
The carnivorous firebreathing horses at J4 become Firebreathing Carnivorous Wingless Wyverns!  Nagas gets 3 FP!
The violent intelligent seagulls attempt another raid on C4; but this time, they bring primitive bows and arrows!  Keerim gets 3 FP!

Godly actions of note:

Disci orders Tallamon to go to the hidden monastary to teach the monks.  Then, for 5 FP, Disci creates the artifact book Sunzi's Art of War and places it at I5.
Izzith spends 5FP at H5, causing a massive magical tree to rise from the ground destroying the Titangate and turning the tile into a Huge Magical Tree! 
Keerim replaces the wasteland at K10 with a rainforest.  (Somehow I forgot to put this on the map...)
Blarg spends 3 FP to fix broken windowpanes and stuff at Willamette.
For 5 FP, Amastay teaches the Wyverns how to talk!

Civilization actions:

Dipnoi Republic
3 Workers ranch at tile I6 and get 10 food.
2 Snake Tamers hunt at J7 with 2 Blowdarts and 2 Tame Giant Anacondas and get 5 food.  Nagas gets 1 FP.
3 Workers research Priesthood.
1 Mud Specialist and 2 Workers research Mud Thermae.
1 Pygmy Charmer research Diplomacy.
Feed 4 Food to the Tame Giant Anacondas.

The new civilization Aglejo arises at B6!  Amastay gets 3 FP!
2 workers research Farming.
3 workers forage for food at B6 and get 6 food.
1 new worker is created for 3 food.

The Xekarni
Spudwolf's offer is accepted! 6 food and 1 slightly snake-like worker are handed over in exchange for his service on the battlefield.
Goruk, 1 Naga spear warrior with venomous bite, 1 Naga spear warrior and  1 moderately snake-like spear warrior (armed with 4 crude spears) attack the Colossus and its horde at I4.
Goruk is slain in battle.  1 Naga spear warrior is injured.  1 Naga spear warrior with venomous bite is now legendary and can be named!
2 moderately snake-like workers and 1 horse tamer (armed with 3 crude spears) forage for food at J6 using 3 crude tools and get 8 food.
2 moderately snake-like workers (armed with 1 crude spear) forage for reagents at J6 using 1 crude tool and get 4 reagents.
2 food is fed to 2 tame horses.

Cait Sith
2 demihuman extramagical workers pick up their Crude Spears and fish at K-1 and get 7 food.
1 Disciplined Extra-Magical Demihuman Philosopher waxes poetic about Discipline.(Argue action)
1 demihuman extramagical apprentice, 1 disciplined apprentice, 1 disciplined demihuman extramagical apprentice, & 1 disciplined demihuman extramagical writer apprentice research Advanced Magic Theory.
1 regular Apprentice bathes in the Fountain of Rebirth.  It's as if the apprentice is reborn, and it becomes extramagical and demihuman.  Mabel gets 2 FP!  Izzith gets 2 FP!
2 Workers pick up their crude spears and fish at J-1. 1 Bountiful Basket is used.  They get 6 food.

The Jotun Oligarchy
1 Greenthumb worker using the artifact "Bountiful Basket" and 1 crude tool and 5 workers equipped with 3 slings and 5 crude tools Harvest the Orchard at C4 and get 35 food.
The seagulls attempt another raid!  This time, they brought primitive bows and arrows!  The Greenthumb worker takes an arrow to the knee, and is injured!
2 workers (ate bloodberries) equipped with 2 Slings and Hunt at E3 and get 6 food.  The dire wolves avoid the giants this time.
1 Bountiful Gatherer (ate bloodberries) equipped with a sling and a crude tool and  3 workers equipped with 3 crude tools forage for stone at E3 and get 13 stone.
4 workers begin research on Temples and the tech is complete!
2 workers work on creating slings using 2 crude tools and make 3 slings.
1 Food is fed to the Tame Cobras.

The People
7 workers start to build a farm at H4.  (note:  you could have used tools and finished it...)
Ymar with !*Rehield*! and the Armor of Purity and the half-secretary bird with a crude spear and 1 worker with a crude spear hunt at G3 and get 10 food.

Hidden Monastery
1 worker & 1 worker wearing Fey Hair-Ribbon forage food on I8 and get 5 food.  Izzith gets 2 FP!  Mabel gets 2 FP!
Neheb & 3 martial artists train 4 workers in their respective styles in Martial School at I9.  (Note:  This would be 4 different actions since each master has a different style.  Let's not combine multiple actions in one sentence.  Also note that the woodpecker-style martial artist is not a master.)  1 beginner cobra-style martial artist is trained.  1 beginner python-style martial artist is trained.  1 beginner seagull-style martial artist is trained.  1 beginner martial artist is trained.  Disci gets 4 FP!  It appears that the seagull-style martial artist is a natural, and is immediately promoted to journeyman!


Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: TricMagic on June 25, 2018, 08:37:12 am

"For all the Zaps he did, Tallamon sure left in a hurry.. He never trained any Heroes.."

Cait Sith

Research Advanced Magic Theory
2 demihuman extramagical apprentice
1 disciplined demihuman extramagical apprentice
1 disciplined demihuman extramagical writer apprentice
Arcanum Botanica is used as reference.


Bathe in the Fountain of Rebirth
2 Workers
1 disciplined apprentice


2 Workers pick up their spears and forage at K-1. Bountiful Basket is used.

1 Philosopher Argues.


[I know we get a bonus to magic research, so does it take something like 30-45 for the rest of the world? How big is this tech..]
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Rockeater on June 25, 2018, 08:45:15 am
Still can join?
Where should I start as a civilization?
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Detoxicated on June 25, 2018, 08:46:05 am
"For all the Zaps received, Cait Sith sure likes to complain alot, unsure about whether they want to be trained or not..."

Disci creates Sensei's Staff of Discipline and places it at J9. The Staff of Discipline looks like a well made mahagony staff for a sensei to hold. Students beaten by this stick become disciplined and more diligent.

Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Lenglon on June 25, 2018, 08:57:53 am
Mabel
"Enough is enough."
Create the Stone of Grounding at D4. This large and heavy rock makes the entire tile it is located in a no-fly zone. Fliers that enter the tile it is in fall out of the sky.
make a tribe of pixies at F11 for I believe 10 or 15 FP? If I can't have both the pixies and the Stone of Grounding, prioritize the Stone of Grounding.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: TricMagic on June 25, 2018, 09:05:54 am
Mostly because we're still invested in finishing this monster of a tech.
We kinda have to hunt with 4 everyday, so we are very much still a bit primitive with only 5 actions to go around..
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Sarrak on June 25, 2018, 09:12:53 am
Hidden Monastery

Praise Keerim for doing good things! Praise Tallamon for coming!

1 worker, 1 cobra BMA & 1 worker with Fey-Hair Ribbon forage food on K10
Neheb, disciplined seagull MMA & seagull JMA discuss/study discipline with/under Tallamon guidance
Others (1 python MMA, 1 woodpecker MA, 1 python BMA, 1 BMA) reseach Wood Buildings

(I shortened all martial artists, because they kept getting more and more lengthy
GM, my question about building in two places/moving settlement is a 'NO'?)
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: The_Two_Eternities on June 25, 2018, 10:37:13 am
The People
Action 1:
2 workers with 2 crude tools work on the farm.
Action 2:
Ymar with !*Rehield*! and the Armor of Purity
The half-secretary bird with a crude spear
A worker with a crude spear
Hunt at H4
Action 3:
5 workers make 5 crude spears
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Prismatic on June 25, 2018, 10:50:38 am
Aglejo

5 workers research Farming.
1 worker forages for food at B6.


My worker count hasn't been updated.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: DAPARROT on June 25, 2018, 01:43:59 pm
Keerim replaces the wasteland at I4 with a rainforest, and then starts a divine project to replace the giant magical tree at H5 with the titangate (http://www.bay12forums.com/smf/index.php?topic=170798.msg7785796#msg7785796), adding 4 FP to the project

Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Maximum Spin on June 25, 2018, 02:26:08 pm
Nagas invests another 10 FP into One Eye Screaming. Then he attempts to unleash a swarm of magic-eating, crystal-eating, magic-crystal-eating copper snakes at D10 for what he figures is probably another 10FP.

He also whispers to his chosen Xekarni: "Excellent work. Shame about Goruk, though. Another god opposed me. It seems not all of us want to see you succeed. But that is a matter for me to deal with; for now, you should continue according to the plan."
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Detoxicated on June 25, 2018, 03:06:42 pm
"Study the book of war Xekarni."
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: dgr11897 on June 25, 2018, 03:34:54 pm
 Farsky rages, then calms
I start a project. The Gate net. It exists in a 3 by 3 extra dimensional space, Once every few turns it opens a rift on a random tile, connecting it to that tile. I then Pump 20 FP into it
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Nakéen on June 25, 2018, 03:43:08 pm
Dipnoi Republic

Steadily progressing toward what we perceive as greatness!

3 Workers ranch at I6
2 Snake Tamers hunt atJ6 with 2 Blowdarts and 2 Tame Giant Anacondas
3 Workers research Priesthood
1 Mud Specialist and 2 Workers research Mud Thermae
1 Pygmy Charmer researches Diplomacy
Feed 4 Food to the Tame Giant Anacondas
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Supernerd on June 25, 2018, 04:19:46 pm
Jotun Oligarchy

Just as the Jotun Oligarchy started to formulate a plan to deal with the Seagulls, it seemed that Mabel stepped in to assist them! The giants reacted to this more strongly than normal because of the many other gods who spent the majority of the FP generated by the Giants on other civilizations.

The Jotun Oligarchy decides not to even make it possible for the Seagulls to attack by working in the eastern part of their territory.

Upon realizing that the research for temples was actually completed already, the Jotun Oligarchy decide to begin work immediately. How much the temple was going to be used would be a subject of extremely intense debate that may require attempting to consult Amastay directly. Despite Amastay's perceived indifference towards the Jotun Oligarchy in spite of their construction projects, the temple would be too great an asset for the giants to simply ignore...

Spoiler: Action Post (click to show/hide)
Spoiler: Possible FP Triggers (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: TricMagic on June 25, 2018, 05:08:49 pm
You need only look at our Advanced Magic Theory research to see as such.. Would really like to know how much it costs.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: helmacon on June 25, 2018, 05:42:03 pm
Jotun Oligarchy

Just as the Jotun Oligarchy started to formulate a plan to deal with the Seagulls, it seemed that Mabel stepped in to assist them! The giants reacted to this more strongly than normal because of the many other gods who spent the majority of the FP generated by the Giants on other civilizations.

The Jotun Oligarchy decides not to even make it possible for the Seagulls to attack by working in the eastern part of their territory.

Spoiler: Action Post (click to show/hide)
Spoiler: Possible FP Triggers (click to show/hide)

dude... The only reason you generate me fp is because you build things. Everyone builds things. It's not like your going to stop building things if I don't support you. I gave you your mountain as a favor. quit acting like I owe you when you have done nothing to support me that you wouldn't have just done anyways. I don't owe you.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Supernerd on June 25, 2018, 06:08:47 pm
Mostly I'm just confused by your apparent lack of interest in construction. I thought you would have wanted to invest to get even more FP. A higher quality tile for collecting building material would be a percent based increase to what is already the largest source of construction in the world. Not only would it pay for itself in the long term, it would probably pay for itself even in the short term.

Unless another god destroyed it I guess?
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Atomic Chicken on June 25, 2018, 06:09:37 pm
The Xekarni

Kezai is the earned name of our Colossus-slayer, who is set to take over as Chieftess of the tribe in Goruk's place.

The Xekarni celebrate their victory over the bear titan's horde, and speak of Goruk's chosen manner of demise with much praise. Their faith in Nagas increases drastically following the miraculous snake rain that was observed to turn the tide of the battle, and it is further augmented as a result of the great respect now commanded by the snake god's emissary.


Spoiler (click to show/hide)



The giants reacted to this more strongly than normal because of the many other gods who spent the majority of the FP generated by the Giants on other civilizations.

How could the giants possibly be aware of how much FP the gods are spending on civilizations on the other side of the world which they haven't ever made contact with?
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Sarrak on June 25, 2018, 06:36:52 pm
The giants reacted to this more strongly than normal because of the many other gods who spent the majority of the FP generated by the Giants on other civilizations.

How could the giants possibly be aware of how much FP the gods are spending on civilizations on the other side of the world which they haven't ever made contact with?
They just methodically count all the favors gods owe/are owed just as they count many other things.

That said, I did notice a thrend with gods, with some being chaotically helpful, others pragmatic and all others "I do what I want, mortals". Appeasing last ones is kinda pointless
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Maximum Spin on June 25, 2018, 06:40:38 pm
That said, I did notice a thrend with gods, with some being chaotically helpful, others pragmatic and all others "I do what I want, mortals". Appeasing last ones is kinda pointless
chaotically helpful
Nagas perks up. ":D :D :D"
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Supernerd on June 25, 2018, 06:42:31 pm
How could the giants possibly be aware of how much FP the gods are spending on civilizations on the other side of the world which they haven't ever made contact with?

There have been some incidents where gods actively encourage mortals to compete for their affection in exchange for some kind of reward. The 25FP artifact reward for building a temple "one of Amastay's people" is easily the best example of this.

I'm the best at building, so it still seems like a smart investment. Actually, now that I thought about what a 25FP artifact can actually do, I think it would be better in the long term if I expedite this by adding more workers to research.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: TricMagic on June 25, 2018, 06:47:32 pm
Meanwhile, we made a tree that made books. Or almost did.
Was looking to make a tree that produced books on it's own in the same way as a Fruit-bearing tree.

We also have a grand construction total of zero due to trying to skip a few steps with spells. Still need Advanced Magic Theory, which looks to be a bronze age tech...
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: DAPARROT on June 25, 2018, 08:21:28 pm
Where should I start as a civilization?
the bottom left corner is a pretty good area, especially around C9
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: TricMagic on June 25, 2018, 08:26:04 pm
Ah, C-9, bountiful lakes, brilliant rainforests.. Mountains to your east and Mystical gemstones of every color to your south.

Mining would be a good trait, with so much stone, and you could probably make stone houses fairly easily.

That, and eventual magic, maybe Izzith could leave you a tome on stoneworking.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: Zazmio on June 25, 2018, 08:39:33 pm
Quote from: Supernerd
But the tech "Temples" still shows as 6/? when it should at worst be showing 10/?
Fixed.  The research was completed at 10 of 10.
I encourage everyone to be as diligent as Supernerd at checking for errors with their civs/gods.

Quote from: TricMagic
Still need Advanced Magic Theory, which looks to be a bronze age tech...
Most likely bronze/iron age for you.  Most likely medieval era for everyone not magical...

Quote from: Sarrak
GM, my question about building in two places/moving settlement is a 'NO'?
It is possible to move your settlement if a traumatic event happens at your settled tile.  I wouldn't recommend it, though.
It might be possible to research some kind of tech that allows you to move to a different tile.
Creating additional settlements is not possible with current technology, and most likely will not happen while we're still in the stone age.

Quote from: Rockeater
Still can join?
Yes.
Title: Re: Gridhood: Aspects of the Divine! (2 slots open!)
Post by: TricMagic on June 25, 2018, 08:42:16 pm
You know, this kind of says I'm going to be the first to enter the bronze age..

...What is bronze made of anyway..


Bronze is technically made of various metals..
Creating Ironwood Trees is possible. Doesn't help with actually making iron weapons, but wood with the properties of such could be made.

Advanced Magic would allow earth spells, which means metal and stone, along with earth/wood houses are in the future.
Title: Re: Gridhood: Aspects of the Divine! (1 slot open!)
Post by: Oblivion2007 on June 25, 2018, 08:56:27 pm
I don't get why people think destroying the Titangate was ME initializing hostility. You built it right on top of my most expensive investment after I had just finished making him knowing it would constantly spew out enemies. As soon as the first horde spawned they immediately attacked Bakhon and then ran over and destroyed a tile of mine. Saying 'Oops sorry it wasn't intentional that the big gate that constantly created hostile mobs attack you' doesn't quite cut it, especially when you specifically built it on the tile Bakhon was on.

Title: Re: Gridhood: Aspects of the Divine! (1 slot open!)
Post by: Supernerd on June 25, 2018, 09:11:42 pm
Oh. Wow. That changes my action entirely! I didn't even read the tech description yet, but I already know it changes my action entirely.
Title: Re: Gridhood: Aspects of the Divine! (1 slot open!)
Post by: Detoxicated on June 25, 2018, 09:12:32 pm
"Nagas tell your followers to read that book. Even if I gain from it, it is your people that gain more henceforth you gain as well.
Title: Re: Gridhood: Aspects of the Divine! (1 slot open!)
Post by: dgr11897 on June 25, 2018, 09:12:39 pm
Ok. Compromise. I will make a tile location that moves relative to everything else and we can build the titangate on that.
Title: Re: Gridhood: Aspects of the Divine! (1 slots open!)
Post by: Lenglon on June 25, 2018, 09:34:41 pm
Jotun Oligarchy
Just as the Jotun Oligarchy started to formulate a plan to deal with the Seagulls, it seemed that Mabel stepped in to assist them! The giants reacted to this more strongly than normal because of the many other gods who spent the majority of the FP generated by the Giants on other civilizations.
I never ignored you, This just seemed like the second time I was needed. Once for the basket, and once now.
Title: Re: Gridhood: Aspects of the Divine! (1 slot open!)
Post by: Supernerd on June 25, 2018, 09:38:01 pm
Huh. That actually looks right. I guess maybe I am just spoiled.
Title: Re: Gridhood: Aspects of the Divine! (1 slot open!)
Post by: Maximum Spin on June 26, 2018, 12:07:40 am
"Nagas tell your followers to read that book. Even if I gain from it, it is your people that gain more henceforth you gain as well.
Nagas sighs.

"Kezai, ­­– so nice to be able to call you that now! – another god wants me to pass on that your people have been given a holy book. I give you my permission to spend time reading it, to see what it can tell you. You are also permitted to choose not to, if you prefer."
Title: Re: Gridhood: Aspects of the Divine! (1 slot open!)
Post by: Rockeater on June 26, 2018, 03:06:00 am
Name:Delta dwellers
Trait:Water lovers
Starting tile:E8

2 workers forge food at D8
2 workers reaserch boat construction
1worker worship Nagas
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 26, 2018, 06:56:39 am
Turn 29 - The Stone Age
(https://i.imgur.com/7oRmQ5i.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Game Events:
The Zebras at G7 worship Blarg!  The Swamp god gains 2 FP!
Tallamon the Hero Trainer teaches discipline to Neheb at J9.  Disci gets 1 FP.
Oosfaa the Brilliant creates an Ornate Ziggurat at J3!  Amastay gets 2 FP!  Izzith gets 2 FP!
The Seagulls spy on the giants at C4.  Keerim gets 1 FP.

Godly actions of note:
Disci creates Sensei's Staff of Discipline at J9 for 5 FP.
Mabel creates the Stone of Grounding at D4 for 5 FP.  Then Mabel creates a tribe of pixies at F11 for 10 FP.
Keerim replaces the wasteland at I4 with a rainforest.  Then Keerim creates the divine project "Titangate" and adds 4 FP to it.  (I assume it's identical to the old Titangate...)
Nagas adds 10 FP to divine project "One Eye Screaming".  Then Nagas creates a swarm of magic and crystal-eating eating copper snakes at D10 for 10 FP.
Farsky attempts to start a divine project "The Gate Net" but the GM doesn't understand it and so can't assign a FP cost to it.  Please explain.

Civilization actions:

Cait Sith
2 demihuman extramagical apprentice, 1 disciplined demihuman extramagical apprentice, and 1 disciplined demihuman extramagical writer apprentice research Research Advanced Magic Theory.
1 disciplined apprentice bathes in the Fountain of Rebirth.  It's as if he's reborn, yada yada.  Izzith gets 1 FP.  Mabel gets 1 FP.
Quote from: Turn 19
A magical fountain appears!  One worker can bathe in it a turn!  It requires an action!
2 workers are unable to bathe in the fountain this turn.  Instead they forage for food.  They get 4 food.
2 Workers pick up their spears and forage at K-1. Bountiful Basket is used.  They get 7 food.
1 Philosopher Argues.  No tech breakthroughs are made this turn.

Hidden Monastery
1 worker, 1 cobra BMA & 1 worker with Fey-Hair Ribbon forage food on K10 and find 7 food.
Neheb, disciplined seagull MMA & seagull JMA discuss/study discipline with/under Tallamon guidance.  Tallamon teaches discipline to Neheb and offers advice to the others.
1 python MMA, 1 woodpecker MA, 1 python BMA, 1 BMA reseach Wood Buildings.  They are inspired by the Birds of Paradise!  Keerim gets 1 FP.

The People
2 workers with 2 crude tools work on the farm (at H4, please specify tiles when you can) and the construction is complete!  Amastay gets 1 FP.
Ymar with !*Rehield*! and the Armor of Purity, the half-secretary bird with a crude spear and 1 worker with a crude spear hunt at H4 and get 7 food.
5 workers make 5 crude spears.

Aglejo
5 workers research Farming.
1 worker forages for food at B6 and gets 3 food.
(worker count fixed)

Dipnoi Republic
3 Workers ranch at I6 and get 10 food.  Nagas gets 1 FP.  Blarg gets 1 FP.
2 Snake Tamers hunt at J6 with 2 Blowdarts and 2 Tame Giant Anacondas and get 8 food.
3 Workers research Priesthood.
1 Mud Specialist and 2 Workers research Mud Thermae.  The Mud Specialist makes a breakthrough!
1 Pygmy Charmer researches Diplomacy.
Feed 4 Food to the Tame Giant Anacondas.
Some Pygmies visit your settlement.  They give the Pygmy Charmer 3 reagents as a gift.  They offer to trade 7 reagents for 2 blowdarts.

The Jotun Oligarchy
2 workers (ate bloodberries) using 2 crude tools and 4 workers using 4 crude tools work on building a Giant Stone House at D4, replacing a Giant Primitive House.  1 leftover worker messes around.  Amastay gets 2 FP!
1 bountiful gatherer (ate bloodberries) using a crude tool and the artifact "Bountiful Basket" ranches at C3 and gets 10 food.  Nagas gets 1 FP.
3 workers pray to Mabel.
7 workers using 7 slings and 7 crude tools begin work on a Temple dedicated to Amastay at E3 and the building is complete!  Amastay gets 3 FP!!
1 Greenthumb recuperates.
1 Food is fed to the Tame Cobras.
4 Food is spent on a new worker.  Farsky gets 1 FP.  Mabel gets 1 FP.

The Xekarni
1 injured spear warrior is healed using 3 reagents.
Kezai and 1 Naga spear warrior each mount a horse.
3 moderately snake-like workers (armed with 3 crude spears) forage for food at J4 using 3 crude tools and get 8 food.  The 3 workers become Nagas.  Nagas gets 3 FP.
1 moderately snake-like worker and 1 moderately snake-like spear warrior (armed with 2 crude spears) hunt at J4 and get 6 food.  They become Nagas. Nagas gets 2 FP.
1 slightly snake-like horse tamer researches Camouflage.
2 food is fed to 2 tame horses.

Delta Dwellers arise at E8!
2 workers forage for food at D8 and find 5 food.
2 workers research Boat Construction.
1 worker worships Nagas.
(Trait is one simple word.  Assuming "Water")

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 26, 2018, 07:29:58 am
(The update post mentions seagulls spying on Giants at C4. The update post still shows the seagulls being located at B5 and no giants worked on C4 on that turn. Is this an error?)

The Jotun Oligarchy have completed the temple as per Amastay's instruction. It is properly dedicated to Amastay, and built entirely of a non-mud material which is the primary building material to be found on a tile that Amastay created for construction purposes, and the giants believe it to be suitable for Amastay's challenge.

Just to be sure, the Jotun Oligarchy asks...
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on June 26, 2018, 07:31:58 am
Let's assume Tallamon advice is indeed valuable and I did not waste 2 labor on chit-chat.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on June 26, 2018, 07:34:50 am
Disci zaps a xekarni to be able to read. Mention sunzi's art of war to him.

Create the Fish whistle. This whistle attracts fish when blown. Hand it to the delta dwellers at E8.

"I made the staff for your senseis use it wisely."
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 26, 2018, 07:35:14 am
The end of the long road approaches. La Magika, Prasie Izzith!!~

Cait Sith

A regular worker bathes in the Fountain of Rebirth. He then picks up a spear for the coming night.

2 workers pick up their spears and fish at K-1. Basket is used. They then return for the coming night.

2 disciplined demihuman extramagical apprentice research Advanced Magic Theory.

1 Philosopher argues.


Simple Spell: Fireball- Creates a small sphere of flames and fires it at the target.
2 demihuman extramagical apprentice and 1 disciplined demihuman extramagical writer apprentice research this.
1 demihuman extramagical Worker and also helps research this. He picks up a spear afterwards for the coming night.



A request, can Izzith grant our magic research a small buff for the coming night? Pretty sure something will happen next turn.
Zap us with inspiration.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on June 26, 2018, 07:43:10 am
How I get more workers?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on June 26, 2018, 07:49:12 am
Hidden Monastery

Praise Disci! Staff was a welcome addition.
Tallamon is welcome to enjoy his stay and seek new disciples

Neheb equips Sensei's Staff of Discipline
Neheb teaches 1 worker with Fey-Hair Ribbon cobra martial arts using Sensei's Staff of Discipline at I9
1 cobra BMA, 1 python MMA & 1 seagull JMA forage food on K10
Others (1 worker, 1 python BMA, 1 disciplined seagull MMA, 1 BMA, 1 woodpecker MA) reseach Wood Buildings (and start on Deep Meditation if they finish - a state that would allow monks to completely ignore all worldly needs - but they can only train themselves while meditating)

(About Deep Meditation - instead of struggling with getting more food, I want to consume less while following self-improvemt strategy. Meditating monks don't produce labor and might get malus to self-defence, though)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 26, 2018, 07:56:44 am
Nagas hears the words "the coming night" rising up off the world like steam and incense, and

                                                     grins.

Bone-white fangs, thousands of them, click bracingly against pale green scales.

10 FP go to complete One Eye Screaming. The project is complete. The monster is loosed. The night begins.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on June 26, 2018, 08:22:29 am
Blarg awakens from his stupor, and looks around. "Hay Zebras when did we get another duck?"

He realizes his missing something important was because he was sleeping on the ground, he decides to rectify this.
Blarg spends some FP to create an artifact it's a 6' wide, 25' long, and 11' tall box, on the outside it's white with some windows, one door,  a green W on the side and is supported by four wheels, and on the inside there is a small kitchen, a table with a booth, a small bathroom, closet, bedroom, and two seats in the front one of witch has the controls near it that allows it to be moved, the whole interior has wood paneling on all the walls, and it is self propelled. He dubs this thing to be his house and places it in G7.
"Now that I'm building a house I won't be homeless like all the other gods."
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on June 26, 2018, 09:11:24 am
The People
Action 1:
3 workers forage at H4 with 3 crude tools
Action 2:
3 workers harvest at H4 with 3 crude tools
Action 3:
Ymar with !*Rehield*! and the Armor of Purity
The half-secretary bird worker with a crude spear
A worker with a crude spear
Hunt at H4
Action 4:
A worker researches Writing
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on June 26, 2018, 09:56:43 am
Delta dwellers
1 Worker worship Disci
2 Workers forage food at E7(E8 if not possible)
2 Worker reaserch Boat building
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on June 26, 2018, 10:05:31 am
Amastay cackles madly as a plan nears fruition. He asks the giants if there is anything in particular they want from their artifact. General guidelines, but the details we be a work of amastay himself.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 26, 2018, 10:48:56 am
"Now that I'm building a house I won't be homeless like all the other gods."
"I live everywhere. :D"


"I even live inside your dreams. :D :D :D"
Title: Re: Gridhood: Aspects of the Divine!
Post by: Prismatic on June 26, 2018, 10:59:47 am
Aglejo

Is the current status of the Farming research as 7/? intentional? Going off the total research points needed by the People and the Orassans, I'd imagine the end shouldn't be too far off.

3 workers forage for food at B6.
2 workers research Toolmaking.
1 worker researches Farming.
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on June 26, 2018, 11:04:38 am
Is there room for an extra god?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Atomic Chicken on June 26, 2018, 02:36:30 pm
((Does Camouflage give a bonus to hunting?))

The Xekarni
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 26, 2018, 04:56:14 pm
Jotun Oligarchy

One of the elders among the Jotun Oligarchy responds to Amastay. "We have discussed this matter quite thouroughly. What we want will depend on a decision you have yet to make. AHEM! ... If you would be willing to use most of the FP that you would gain from the prayers of the Jotun Oligarchy on improving our civilization, then we would like the artifact to be something that will increase the effectiveness of our prayers at your new temple. On a related note, if you do agree to this then I'm sure you will understand if we refrain from praying until we are able to upgrade your temple into a Giant Temple."

Spoiler: Action Post (click to show/hide)
Spoiler: Possible FP Triggers (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 26, 2018, 05:05:36 pm
Mabel
Make a Light Lamp at D4, The light of this lamp burns away nightmares, horrors, and monsters of darkness, protecting against the eldritch and aiding the mentally troubled.

"Um, you know that the basket can be used for other goods than just food, right?"
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on June 26, 2018, 05:27:12 pm
Keerim zaps one of the Aglejo into an expert farmer
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 26, 2018, 05:47:03 pm
(The update post mentions seagulls spying on Giants at C4. The update post still shows the seagulls being located at B5 and no giants worked on C4 on that turn. Is this an error?)
Tile doesn't matter.  That was just to let you know that they're spying on you.

How I get more workers?
"3 food is spent to create 1 worker"

Is there room for an extra god?
Yes, I'll allow another god.

((Does Camouflage give a bonus to hunting?))
Let's say... yes.  I'll add it to the tech.

Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 26, 2018, 05:53:48 pm
Dipnoi Republic

Another Year of Change is approaching! Brace yourselves...

3 Workers ranch at I6
2 Snake Tamers forage for Food at I6 with 2 Tame Giant Anacondas
3 Workers research Priesthood
1 Mud Specialist and 2 Workers research Mud Thermae
1 Pygmy Charmer trades 2 Blowdarts for 7 Reagents
Feed 4 Food to the Tame Giant Anacondas
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on June 26, 2018, 08:39:25 pm
Amastay is a bit surprised at the giants response. Part of the deal was always becoming one of his people, which comes with all the boons and protections he grants to any of these people. Nonetheless, a 25fp artifact is nearing holy grail levels of power, and it didn't feel right to make that all an investment back into himself. He settles on a bit of a compromise.

Amastay plucks a star from the sky and works it with his own hands, beginning his greatest artifact yet. He create a translucent yellow gem of great size. This gem shall be known as the lens of Amastay. Its function is twofold. When activated by praying to Amastay, it allows the user to create a minor zap the way a god would. It also makes the user slightly stronger, smarter, and more resilient, meaning that a lifetime of prayer can lead to very strong individuals.

He then affixes this gem in the center of his temple, so that when the light hits it, it scatters brilliant rays of light over the temple.
(I will levee the actual strength of these effects up to the gm, for what he feels is appropriate for 25 fp. )
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on June 27, 2018, 01:24:31 am
I am unsure whether look forward and be god of metals/smiths, or go for something that will actually give FP like crafting or tools, although that may really be too diluted.

Eh. Might as well risk it and hope for some civ cooperation in entering the next age.

 I am Tellus god of metals

For this turn, I rest. Being born is tiring.

Would a tile of boulders be a basic tile, or an advanced tile?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 27, 2018, 09:02:00 pm
Turn 30 - The Stone Age - Year of the Rat
(https://i.imgur.com/7oRmQ5i.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Game Events:
A plague of rats descends upon the land!
The Zebras at G7 worship Blarg!  The Swamp god gains 2 FP!  Then, for some reason, one Zebra decides to worship Keerim!

Godly actions of note:

Disci Zaps a Xekarni Naga worker with literacy for 3 FP!  Then, for 5 FP, Disci creates the Fish Whistle at E8!
Nagas spends 10 FP to complete the divine project "One Eye Screaming" at B3!
Blarg creates Blarg's Magical Wagon at G7 for 5 FP!
Mabel creates the Light Lamp at D4 for 5 FP!
Keerim Zaps an Aglejo worker into an expert farmer for 3 FP!
Amastay does not yet create the Lense of Amastay because it seems too powerful for 25 FP!  Needs discussion!
Tellus, god of Metals arises! (A tile of boulders would be a basic tile, I guess)

Civilization actions:

Cait Sith
1 worker bathes in the Fountain of Rebirth, and is born again, become Extramagical and Demihuman.  Izzith gets 1 FP.  Mabel gets 1 FP.
2 workers pick up their spears and fish at K-1. Basket is used.  They get 7 food.
2 disciplined demihuman extramagical apprentice research Advanced Magic Theory and the tech is complete!  1 disciplined extramagical demihuman apprentice is promoted to Magus!  Completion of this very advanced tech is a heroic achievement!  The Magus is now legendary, and can be named!  Izzith gets 10 FP!!!  Disci gets 3 FP!
1 Philosopher argues.
3 apprentices research the spell Fireball.  1 apprentice makes a breakthrough!  1 worker cannot research spells so instead forages for food and gets 2 food.
The food stores are invaded by rodents!  8 food is lost!  One generic worker is bitten by a rat and gets the plague!

Hidden Monastery
Neheb teaches 1 worker cobra martial arts using Sensei's Staff of Discipline at I9.  The worker becomes a disciplined beginner cobra martial artist.  Disci gets 1 FP.  From the Hair-ribbon, Izzith gets 1 FP and Mabel gets 1 FP.
1 cobra BMA, 1 python MMA & 1 seagull JMA forage food on K10 and get 6 food.
1 worker, 1 python BMA, 1 disciplined seagull MMA, 1 BMA, 1 woodpecker MA research Wood Buildings.  They're inspired by the Birds of Paradise!  Keerim gets 1 FP.
You were dangerously low on food!  On top of that, the monks discover that the 3 food they had stored was consumed by rats!
Neheb heroically refuses food so others may eat!  Neheb uses his legendary focus and discipline to will his body to survive!!!  Disci gets 5 FP!!!  Nagas gets 2 FP!  Neheb no longer has a mysterious boon!  Neheb is ill (equivalent to being injured) and cannot work next turn unless healed!
1 worker starves to death!!!
1 beginner python-style martial artist starves to death!!
1 master python-style martial artist heroically refuses food so that others may eat!  1 master python-style martial artist starves to death!

The People
3 workers forage at H4 with 3 crude tools and get 9 food.
3 workers harvest at H4 with 3 crude tools and get 12 food.
Ymar with !*Rehield*! and the Armor of Purity and the half-secretary bird worker with a crude spear and 1 worker with a crude spear hunt at H4 and get 8 food.
1 worker researches Writing.
Rats invade the pantry!  5 food is lost!  1 worker is bitten and gets the plague!

Delta Dwellers
1 Worker worships Disci.
2 Workers forage food at E8 and gets 6 food.
2 Worker research Boat Building.
Rats invade the pantry!  5 food is lost!

Aglejo
3 workers forage for food at B6 and get 6 food.
2 workers research Toolmaking.
1 worker researches Farming. (it should have said 7 of 8, my bad)
Your floating island remains rodent free!

The Xekarni
Kezai and 1 mounted spear warrior (armed with 2 crude spears) sentry at I4.
3 workers (armed with 3 crude spears) forage for food at I4 using 3 crude tools and get 9 food.
1 spear warrior and 1 worker (armed with 2 crude spears) hunt at I4 and get 7 food.
1 horse tamer (armed with 1 crude spear) researches Diplomacy.
Your settlement is invaded by rats of unusual size!  6 food is lost!  One Naga worker is bitten, and gets the plague!!

The Jotun Oligarchy
5 giants using 5 crude tools build an Orchard at E4 and the orchard is complete.  Amastay gets 2 FP!
1 Greenthumb Worker using the Artifact "Giant-sized Flint Sickle of Harvesting" and 1 crude tool and 2 workers (Ate bloodberries) using 2 crude tools Forage at C3 and get 13 food and 3 bloodberries.
1 Bountiful Gatherer using a crude tool and the Artifact "Bountiful Basket" and 2 workers using 2 crude tools Ranch at E4 and get 16 food.
8 workers using 8 slings and 8 crude tools forage for Stone at E3 and get 19 stone.  Workers report reduced efficiency foraging with more than 3 workers.
1 Food is fed to the Tame Cobras.
Your food stores are infested by rodents!  The Tame Cobras keep them somewhat under control!  Nagas gets 2 FP!  14 food is lost!!!  One worker is bitten, and gets the plague!!

Dipnoi Republic
3 Workers ranch at I6 and get 9 food.  Blarg gets 1 FP!
2 Snake Tamers forage for Food at I6 with 2 Tame Giant Anacondas and get 6 food.
3 Workers research Priesthood.
1 Mud Specialist and 2 Workers research Mud Thermae.
1 Pygmy Charmer trades 2 Blowdarts for 7 Reagents.
Feed 4 Food to the Tame Giant Anacondas.
Your food stores are infested by rodents!  6 food is lost!  One worker is bitten, and gets the plague!!

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 27, 2018, 09:07:56 pm
Amastay is a bit surprised at the giants response. Part of the deal was always becoming one of his people, which comes with all the boons and protections he grants to any of these people. Nonetheless, a 25fp artifact is nearing holy grail levels of power, and it didn't feel right to make that all an investment back into himself. He settles on a bit of a compromise.

Amastay plucks a star from the sky and works it with his own hands, beginning his greatest artifact yet. He create a translucent yellow gem of great size. This gem shall be known as the lens of Amastay. Its function is twofold. When activated by praying to Amastay, it allows the user to create a minor zap the way a god would. It also makes the user slightly stronger, smarter, and more resilient, meaning that a lifetime of prayer can lead to very strong individuals.

He then affixes this gem in the center of his temple, so that when the light hits it, it scatters brilliant rays of light over the temple.
(I will levee the actual strength of these effects up to the gm, for what he feels is appropriate for 25 fp. )
This artifact has two properties that are both very powerful.  One gives a god-like power, the other makes someone progressively stronger the more they use it.  I don't even know how much something like this would cost.  Over a hundred FP, maybe.

I might allow something that gives a "minor" zap for, let's say, 20 FP.  "Minor" as in a temporary one-turn effect, and not a very powerful effect.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 27, 2018, 09:10:39 pm
You forgot to give research points to Priesthood and Mud Thermae :D
They were respectively at 9 and 7 on turn 29, but didn't move during turn 30. They should be at 12 and 10, if nothing affected them negatively/positively.

Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 27, 2018, 09:14:35 pm
Nagas is furious to see python-style martial arts (temporarily) lost to the world! He decides to make the Hidden Monastery prove their worth before returning it to them: For 3 FP, he Zaps one of the Dipnoi with mastery over the Python-style martial arts (which he has expanded to also include indenting and package management), taking as much care as the GM will allow him not to hit the plagued one. Only when the Hidden Monastery successfully meet the peoples of Nagas to share knowledge with them will they be capable of python-style martial arts once again.

He also says to his peoples: "Plague is a serious concern. It may be best, and more humane, for you to simply execute the ill outright, lest the plague spread."

ETA: After waiting some time, Nagas has come no closer to making a decision as to which of the injured workers among his peoples, if any, he should spend his last FP to heal. Ultimately, he decides, by a very thin margin, to Zap the plague out of the plagued Dipnoi worker, since the Dipnoi chose to risk an epidemic, but he can certainly still be convinced otherwise, especially since the Dipnoi also chose at the same time to reject his advice.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 27, 2018, 09:23:17 pm
Wouldn't the tame cobras have responded to the presence of rats? Snakes eat vermin. I would have though they would at least be referenced?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 27, 2018, 09:27:42 pm
Wouldn't the tame cobras have responded to the presence of rats? Snakes eat vermin. I would have though they would at least be referenced?
Hm, that's an excellent point. They should've gotten a meal out of it and you wouldn't even have to feed them.

Maybe it was after you fed them, though, and they were asleep digesting. :P
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on June 27, 2018, 09:30:01 pm
Disci heals the worker of The people. he zaps a People person to become a trapper. He at last creates the Attractive Cage. This artifact is a coffer sized cage with an open door. Rats seem to like to go there and they dont want to leave.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 27, 2018, 09:38:59 pm
You forgot to give research points to Priesthood and Mud Thermae :D
They were respectively at 9 and 7 on turn 29, but didn't move during turn 30. They should be at 12 and 10, if nothing affected them negatively/positively.
Fixed.  Priesthood was completed.  I also modified Mud Brick tech because I realized it was useless how it was originally.

Wouldn't the tame cobras have responded to the presence of rats? Snakes eat vermin. I would have though they would at least be referenced?
Yes, this kind of thing was the whole point of keeping pet snakes, I'd wager.  I halved your food loss. and gave Nagas an FP bonus
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 27, 2018, 09:53:25 pm
Thank you GM!

Dipnoi Republic
A strange affliction has befallen on one of us! Nagas told us to end the days of the sick, but is that really the best choice? The Republic must stand united in times of troubles... May the gods help us.

3 Workers ranch at I6
2 Snake Tamers and 1 Pygmy Charmer forage for Food at I7
2 Workers and 1 Plagued Worker pray to Nagas, in the hopes the God will heal the sick
1 Mud Specialist and 2 Workers begin construction of a Mud Kiln at I6
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 27, 2018, 09:57:41 pm
Jotun Oligarchy

The Jotun Oligarchy decide that if one of them is going to suffer from the Plague, then they might as well spread it to the Hostile Seagulls by wandering onto C3 alone. Perhaps they would be smart enough to never go after the Giants again after that.

Work begins immediately on improving the Temple of Amastay. The Elder suggests that Amastay go with the original design intended to maximize FP gain. It wouldn't really be squandering it for himself if he were to use the FP to aid the Jotun Oligarchy. If 5 FP could double the gathering ability of a worker, the same amount of FP could probably double a different kind of work such as prayer. And 25 FP would be five times as good? Or at the absolute least able to make five separate doubling artifacts; which would also be acceptable.

The Jotun Oligarchy realized that the rats could have easily got into their Bloodberry storage! They decide to consume the bloodberries themselves before anything else gets the chance to do it for them.

Spoiler: Action Post (click to show/hide)
Spoiler: Possible FP Triggers (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 27, 2018, 10:00:15 pm
What did I do to... oh you're still mad about the seagulls.

Look, gods are capricious, okay? Come back into the fold and I will make you flying snakes to eat the seagulls or something.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 27, 2018, 10:04:42 pm
What did I do to... oh you're still mad about the seagulls.

Look, gods are capricious, okay? Come back into the fold and I will make you flying snakes to eat the seagulls or something.

You made an Eldritch Monstrosity 2 tiles away from my civilization! Its not even a snake!
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 27, 2018, 10:14:18 pm
You made an Eldritch Monstrosity 2 tiles away from my civilization! Its not even a snake!
...
I had a cluster headache, okay :(

sometimes you just gotta make inscrutable horrors because the throbbing chaos inside your skull demands it. And it's totally a snake, you know. An eldritch snake. I promise.

Would it help if I try to move the monster somewhere else?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 27, 2018, 10:30:18 pm
Nagas, I just can't even with you right now.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on June 27, 2018, 10:55:20 pm
The People
Action 1:
6 workers research Herbalism
Action 2:
The plagued worker researches Writing
Action 3:
The half-secretary bird worker
A worker
Research Logistics
Action 4:
Ymar with !*Rehield*! and the Armor of Purity
Hunts at G3
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 27, 2018, 11:13:36 pm
Jotun Oligarchy

The Jotun Oligarchy realized that the rats could have easily got into their Bloodberry storage! They decide to consume the bloodberries themselves before anything else gets the chance to do it for them.
Damn, I totally missed an opportunity to make Chuck Norris badass rats...

Quote from: Supernerd
But I should have 19 Stone
This may not be an error, but should there have been 0 bloodberries collected while the sickle was used?
Should the Light Lamp and Stone of Grounding link to a post?
Also, ranching snakes. Is that not worth FP for Nagas? (Not that I particularly want it to be right now)
This last one isn't an error on this turn, but on a previous turn I foraged for stone using 4 workers and did not get a reference about reduced efficiency. I even stated that the reason 4 workers foraged was to test if that would happen.
Stone and bloodberries fixed.
Maybe Nagas is bored with ranching snakes...
If I did that, it was an oversight on my part.  All foraging, harvesting, ranching, etc. is normally less efficient after 3 workers.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 27, 2018, 11:29:30 pm
Mabel
Heal the diseased Naga of the Xekarni
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on June 27, 2018, 11:47:22 pm
Ok. Let's scrap the zap power and just have the thing that makes people stronger.

The swamp of strength only costs 10 fp, and it effects an entire tile passively. I just want to effect a single worker when the artifact is activated, and have the effect cumulative.

The rest of the 25 fp will go to multiplying fp gain from prayer.

Is that better?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on June 27, 2018, 11:48:06 pm
Fuck. These. Rats. I did realise I was idiotically dangerous low on food, but risk was around 10~20% (normally 7 food from rainforest). Daaaamn

To all gods who care: Hidden Monastery offers double compensation for food boons that would make such starvation near impossible in the future
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on June 28, 2018, 12:04:31 am
Keerim creates a flock of quail at J9

Probably not exactly what you wanted, but you're kind of low on food producing tiles, so these should help

also K10 should be a rainforest:
Keerim replaces the wasteland at K10 with a rainforest.  (Somehow I forgot to put this on the map...)
from turn 28

Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on June 28, 2018, 12:10:22 am
I wanted to see the fish whistle at work alone now but I want to make sure I have food.

 Delta dwellers
1 worker and 1 worker with the fish whistle forage food at E8
1 worker forage food at D8
1 worker reaserch Boat building
1 worker reaserch Call of the sea
Create new worker
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on June 28, 2018, 01:13:50 am
Tellus whispers to the civilizations of the world: From the depths of earth, I heard mortals moving and praying and living on the surface. I emerged from my buried abode to bring you the plentyful riches of the underground realm, if you are willing to develop the art of crafting from them.
I will provide a boon to a civilization at the next turn of the world to prove my powers. I shall hear your wishes and accept your prayers in deciding what boon and where it will be placed.

Tellus gather strength in preparation of next turn (Do nothing)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on June 28, 2018, 01:15:45 am
Hidden Monastery

"Masters and disciples! Famine has befallen our martial order! Thanks to sacrifice of python style members and headmaster Neheb, we were able to survive! But for how long? Headmaster is ill and we lost the noble python style who shall be remembered as long as Monastery stands... [...] We stand together against whole world! And we must. Not. Fail!"
-From the rousing speech made by master of seagull arts

"These rats look real tasty"
-Last words of delirious master of python arts

"There is no death, there is discipline"
-Neheb, headmaster of Hidden Monastery, master of cobra arts

1 cobra d.BMA, 1 cobra BMA & 1 seagull d.MMA forage food on K10
1 BMA, 1 woodpecker MA & 1 seagull JMA forage food on I8
Neheb recuperates
[if foragers get 10+ food] Create workers with food left after feeding seven martial artists

((Search for gods willing to grant excess food with our _currebt_ tech is still going. Keerim, thanks... But we can't really hunt birds, unless they are land-moving. Welp. Maybe create some bird monster we could confront and kill for delicious meat?))
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on June 28, 2018, 01:32:15 am
I guess you could use some mushrooms growing in nearby  caves. Alas, it sounds like an advanced tile, so beyond my current power.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 28, 2018, 01:36:47 am
Can't you hunt at J10? That's what I made that for. If you need another labour to do so, I can heal Neheb.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on June 28, 2018, 01:44:49 am
Can't you hunt at J10? That's what I made that for. If you need another labour to do so, I can heal Neheb.
Ineffective without weapons (I hunted there several times and only killing bears there gave a good haul)  :-\
I should have created some already, but martial arts were so close... Amd I went for them without securing food base first. Now, nothing but stravation can really endanger Monastery... But starvation is ever-present
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on June 28, 2018, 02:14:04 am
quail should be easy to hunt, they aren't very good at avoiding people. Also, keep in mind that K10 is also a rainforest it just hasn't been updated on the map, so you can also forage there
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on June 28, 2018, 02:18:46 am
quail should be easy to hunt, they aren't very good at avoiding people. Also, keep in mind that K10 is also a rainforest it just hasn't been updated on the map, so you can also forage there
I do forage there, thanks for creating it :D

From my turns, it seems rainforests give 1 more food on average compared to savanna

Would try to thin quail numbers next turn!
Title: Re: Gridhood: Aspects of the Divine!
Post by: Oblivion2007 on June 28, 2018, 03:23:53 am
Alright Cait Sith, I think this achievement deserves a gift. I have two ideas for artifacts to give you: A staff or a circlet(The specifics are a surprise). You can choose either of those artifacts or a second Arcanum of your choice instead.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on June 28, 2018, 06:13:46 am
Btw: Tallamon shoulda helped to discipline a monk....
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on June 28, 2018, 06:19:42 am
Btw: Tallamon shoulda helped to discipline a monk....
Well, Tallamon is pretty inefficient in his teachings - he needs an active pupil for them

Also, would you be interested in granting Hidden Monastery long-lasting food-solving boon? As a god of discipline, combined with Neheb feat this turn, Disci is bound to become a top deity of the Monastery, but it is not guaranteed as of yet.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on June 28, 2018, 06:44:06 am
Nvm
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on June 28, 2018, 07:04:55 am
Do I need to use a worker to create an extra worker?
No. You could reread very first post (civ rules) and some of the turns, it is quite enlightening
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on June 28, 2018, 07:08:00 am
Do I need to use a worker to create an extra worker?
No. You could reread very first post (civ rules) and some of the turns, it is quite enlightening
Sorry
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on June 28, 2018, 07:16:00 am
Do I need to use a worker to create an extra worker?
No. You could reread very first post (civ rules) and some of the turns, it is quite enlightening
Sorry
Don't be. Just read the past turns & rules and if you have some questions left - throw them here  :)
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 28, 2018, 08:16:22 am
Note, fireball is listed as 3 complete, yet a breakthrough was made? Wouldn't it be four then?

Just noticed there are 2 3 4 more pages.. That's alot to wake up to.(Also, alot of edits.)
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 28, 2018, 08:41:06 am
Alright Cait Sith, I think this achievement deserves a gift. I have two ideas for artifacts to give you: A staff or a circlet(The specifics are a surprise). You can choose either of those artifacts or a second Arcanum of your choice instead.

An earth/metal-gem Arcanum. Let the magic of the earth come to fruition.(In other worlds, spells to manipulate the earth/Earth Magic)
Should also help the new god out.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on June 28, 2018, 09:11:45 am
"I have finished my home and I am no longer homeless, but the other gods are homeless, why even the god of construction is homeless. Why has no one else built a house, do they enjoy sleeping in dirt?"

Blarg adds 10FP to the protection of G7, then he stares at the ducks whilst hiding in a bush.
"These ducks are plotting something I can sense it, and it is EVIL. What kind of sinister plot are you ducks crafting, I will discover it and stop it!"
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 28, 2018, 09:21:56 am
My People, we should remember the Prophecy. The Dead shall rise, and our land overrun. But we are resilient.
Never shall we fail. Never shall we stumble. Always have we been true to our path.


We are the Blessed of Blarg, God of our Home, Architect of our Soil.

We are the Beloved of Mabel, God of our Selves, Guardian of our Body.

We are the Chosen of Izzith, God of our Race, Deliverer of our Magic.

We are the Disciplined of Disci, God of our Ethic, Seer of our Work.


Shall we falter now? No!
 Shall sickness overrun us, our lives be snuffed out?. No!
We are truly blessed with kind gods. But it is up to us to reward their trust in we, the Cait Sith.

I, Aeorith, declare!~ We shall not let them down!!


*Raoooaoor..*



Cait Sith

The philosopher is inspired by the speech, he preaches to all who will listen.(Argue action)

The worker cursed with Disease(Plague) enters the Fountain of Rebirth. Be cleansed and reborn.

The Magus Aeroith uses the Arcanum Botanica, twisting one of the Large Luminous Trees.
Wood shifts, a path grows out of the tree's bark circling the trunk. From the branches and leaves, a floor and roof is formed.
Rooms and walls form within it's branches, and the entire structure is covered in a wood flooring, walls and and open rooms on the edges.
It all connects together into a Simple Treehouse, free from rain inside, and complete with it's own light...


2 D-H EM Workers pick up their spears and hunt at J-1.
1 D-H EM Worker forages at K-2 using the Bountiful Basket.

2 D-H EM Apprentices, 1 Disciplined D-H EM Apprentice, and 1 Disciplined D-H EM Writer Apprentice research Stone.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Oblivion2007 on June 28, 2018, 10:03:29 am
Izzith spends 15 FP creating the Arcanum Mineralis at K1. The Arcanum Mineralis is an artifact spellbook containing spells of all levels allowing one to harvest, refine, manipulate, and transmute all types rocks, metals, and gems.
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on June 28, 2018, 12:39:47 pm
Tellus notes and appreciates the interest of the Cait Sith regarding the earth and its riches.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Atomic Chicken on June 28, 2018, 01:02:02 pm
((Looks like you forgot to add the 'literate' modifier to the zapped worker.))

The Xekarni

The tribe is intrigued by the divine gifts bestowed upon them by this strange new god. Research into the holy text begins with Naga's blessing.

1 literate worker researches Sunzi's Art of War at I5.
Kezai and 2 spear warriors (armed with 3 crude spears) hunt at J6.
2 workers and 1 horse tamer (armed with 3 crude spears) hunt at H5.

The worker infected with plague, if miraculously cured of his ailment, researches Diplomacy.
Otherwise, he 'forages' (read: is exiled and sent to die) within Darkwolf forest at J5.
Praise Nagas.

1 new worker is created.


Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on June 28, 2018, 02:21:12 pm
Disci orders Tallamon to train a monk
Title: Re: Gridhood: Aspects of the Divine!
Post by: Prismatic on June 28, 2018, 03:41:23 pm
Aglejo

We thank you, Keerim, for providing us with this floating paradise and bestowing upon us the wisdom necessary to cultivate it. We ask that you continue to watch over us, the children of your eyrie, until we are ready to leave the shelter of our nest.

3 workers forage at B6.
1 expert farmer and 2 workers begin constructing a farm at B6.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 28, 2018, 04:13:33 pm
The Jotun Oligarchy is confused about Blarg's statement. They had just finished creating a temple for Amastay, and were even in the process of making it even bigger.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 29, 2018, 04:43:17 am
Turn 31 - The Stone Age
(https://i.imgur.com/TRGGNV6.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Game Events:
The Zebras at G7 worship Blarg!  The Swamp god gains 3 FP!  The Zebras build a shrine to the ducks, pamper them, and worship them as demigods!  Keerim gets 2 FP!  Amastay gets 1 FP.
Tile B3 becomes an Eldritch Nightmarescape!  The farm there becomes corrupted!

Godly actions of note:
For 3 FP, Nagas Zaps a Dipnoi worker with mastery over the Python-style martial arts!  Then, for 2 FP, Nagas heal zaps a plagued Dipnoi worker.
For 2 FP, Disci Heal Zaps the worker of The People who had the plague.  Then, for 3 FP, Disci Zaps a worker of The People into a trapper.  Then Disci fails to create an artifact because she didn't say which tile it is in.
For 2 FP, Mabel heals the Naga worker of the Xekarni that had the plague.
Amastay creates the Lens of Amastay for 25 FP and places it at E3!
Keerim creates a flock of quail at J9 for 3 FP.  Then Keerim replaces the wasteland at K10 with a rainforest for no charge.  (I just gave you it because there was apparently some confusion.)
Blarg spends 10 FP to increase the protection at G7 by 5.  Then Blarg glares at the ducks as they are pampered by the Zebras.
Izzith spends 15 FP to create Arcanum Mineralis at K1!

Civilization actions:

Dipnoi Republic
3 Workers ranch at I6 and get 11 food.
2 Snake Tamers and 1 Pygmy Charmer forage for Food at I7 and get 12 food.
2 Workers and 1 Plagued Worker pray to Nagas.
1 Mud Specialist and 2 Workers begin construction of a Mud Kiln at I6.  The Mud Specialist gets a good roll and contributes extra labor.
4 food is spent to feed 2 Tame Giant Anacondas.  (I assumed you want to keep feeding them...)
Nagas heals your plague infected worker!

The Jotun Oligarchy
1 worker (with plague) using a sling and a crude tool attempts to harvest the orchard at C3.  Since there is no orchard at C3, he tries to forage for food there instead.  The worker is attacked and killed by bow-wielding Seagulls!  Keerim gets 3 FP!  The Seagulls get the spotted plague!
1 Greenthumb Worker using a crude tool and the Artifact "Giant-sized Flint Sickle of Harvesting" And 2 workers (Ate bloodberries) using 2 crude tools Harvest the orchard at E4 and get 11 food.
1 Bountiful Gatherer using a crude tool and the Artifact "Bountiful Basket" and 2 workers using 2 crude tools Ranch at E4 and get 13 food.
6 workers using 6 slings and 6 crude tools upgrade the temple of Amastay at E3 into a Giant Sized Temple of Amastay!  Amastay gets 6 FP!!!
6 workers consume 6 bloodberries.
1 food is spent on the tame cobras.
Even though you sent the plague-infected worker to die, he manages to infect 1 vanilla worker and 1 worker (ate bloodberries) with the plague before leaving!

The People
6 workers research Herbalism and the tech is complete!
1 worker researches Writing.
The half-secretary bird worker and 1 worker research Logistics.
Ymar with !*Rehield*! and the Armor of Purity Hunts at G3 and gets 3 food.
The worker with the plague was healed by Disci before the plague could spread!

Delta Dwellers
1 worker and 1 worker with the fish whistle forage for food at E8 and get 3 food.
1 worker forages for food at D8 and gets 1 food.
1 worker researches Boat Building and the tech is complete!
1 worker researches Call of the Sea.
3 food is spent to Create 1 worker.

Cait Sith
1 Philosopher argues.
1 worker with the plague bathes in the Fountain of Rebirth!  The worker is reborn Extramagical and Demihuman and plague-free!  Izzith gets 1 FP!  Mabel gets 1 FP!
Magus Aeroith, even though he's Extramagical and subtracts 2 from the reagent cost to casting spells, cannot cast a medium power level spell from Arcanum Botanica because he doesn't have enough reagents.  (The spell you described would probably cost 6-2=4 reagents.)  Since he's disciplined, he instead researches Fireball.
2 D-H EM Workers pick up their spears and hunt at J-1 and get 3 food.
1 D-H EM Worker forages at K-2 using the Bountiful Basket and gets 6 food.
2 D-H EM Apprentices, 1 Disciplined D-H EM Apprentice, and 1 Disciplined D-H EM Writer Apprentice research Stone.  2 workers make breakthroughs! (very lucky!)  The tech is complete!

The Xekarni
1 literate worker researches Sunzi's Art of War at I5.  See tech section.  Disci gets 2 FP!
Kezai and 2 spear warriors (armed with 3 crude spears) hunt at J6 and get 6 food.
2 workers and 1 horse tamer (armed with 3 crude spears) hunt at H5 and get 8 food.
While admiring his Palace, Bakhon the Wondrous approaches on a fancy litter carried on the shoulders of 4 earth spirits.  Says he:  "Your pathetically primitive people still survive?  Wonder of wonders!  Perhaps your people could be of use to me.  Send your leader to my palace to receive a quest."  With that said, he returns to his palace.  Izzith gains 3 FP!  While admiring the palace, your Djinn Restlessness increases by 1!
1 worker researches Diplomacy.
3 food is spent to create 1 worker.
The Naga worker with the plague was healed by Mabel before it could spread!

Aglejo
3 workers forage at B6 and get 6 food.
1 expert farmer and 2 workers begin constructing a farm at B6.

Hidden Monastery
1 cobra d.BMA, 1 cobra BMA & 1 seagull d.MMA forage food on K10 and get 8 food.  (I'll give you a break and consider this to be rainforest instead of wasteland.)
1 BMA, 1 woodpecker MA & 1 seagull JMA forage food on I8 and get 6 food.  1 beginner martial artist is injured from the bite of a jungle snake!  Nagas gets 2 FP!
Neheb recuperates.
(You cannot issue conditional orders in this game.)
Tallamon teaches discipline to the woodpecker-style martial artist and to the journeyman seagull-style martial artist.  Disci gets 2 FP.

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 29, 2018, 04:50:59 am
Mabel
Heal both of the plague-infected members of the Jotun
Make another Light Lamp at D4

Since the entirety of the Cait Sith civ have become extramagical demihumans (still of an unspecified type, which makes me sad, but oh well), has that now become a trait of their civ rather than just their tile?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 29, 2018, 05:10:10 am
Thank you for feeding the Anacondas, I sometimes forget to. Of course, it is a given they are supposed to be fed each turn.

Dipnoi Republic

Our kin went through a great ordeal, but survived from the green spot plague! He is feeling a new calling, a concept he is calling "medicine"... His reasoning:"Being sick sucks!" It would be good to one day allocate resources to his novel idea... We didn't feel like the gods were at hand in his miraculous recovery, but let us be thankful nonetheless!

2 Spotted-Plague afflicted Workers pray to Blarg by rubbing Reagents on themselves (if a valid action)
3 Workers ranch at I6
2 Snake Tamers forage for Wood at J7 with 2 Tame Giant Anacondas
1 Mud Specialist and 3 Workers finish construction of the Mud Kiln at I6
1 Pygmy Charmer build 1 Blowdart
4 Food is fed to the Tame Giant Anacondas
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on June 29, 2018, 05:13:17 am
Quote
(I'll give you a break and consider this to be rainforest instead of wasteland.)
Keerim replaces the wasteland at K10 with a rainforest.  (Somehow I forgot to put this on the map...)
from turn 28

Also, I hunted there several times already (even on the rat turn)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on June 29, 2018, 05:31:21 am
Zazmio: I edited my post to heal the Dipnoi plague worker some time ago.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on June 29, 2018, 05:43:15 am
Hidden Monastery

"We shall seek inheritors of our passed brothers, but Monastery survival comes first."
-From the rousing speach of master of seagull arts

"I rise anew, wiser than before."
-Neheb, headmaster of Hidden Monastery, master of cobra arts

"I hope tasty quails would wait for us."
-Attributed to journeyman disciple of seagull arts

1 cobra d.BMA, 1 cobra BMA & 1 woodpecker d.MA forage food on K10
1 seagull d.MMA & 1 seagull d.JMA forage food on I8
Neheb asks Tallamon to guide him to be even more disciplined
1 BMA recuperates
3 new workers are created
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on June 29, 2018, 06:05:42 am
"This was an unforchant forage in a bad time"
Delta Dwellers
4 workers (one with the fish whistle) forage food at E8
2 workers reaserch Call of the sea
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 29, 2018, 07:17:31 am
1 Philosopher Argues.

2 D-H EM Apprentices, 1 Disciplined D-H EM Apprentice, and 1 Disciplined D-H EM Writer Apprentice researches Spell Reagent Gathering at K-2.
(K-2 has plenty of magical reagents, so picking some out from the others is imperative. And everyone is magical too.)

2 D-H EM Workers pick up their spears and fish at J-1
1 D-H EM Worker forages at K-2 using the Bountiful Basket
1 D-H EM Worker pick up their spears and fish at K-1

Aeroith, the legendary disciplined demihuman extramagical Magus, researches the Arcanum Mineralis.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on June 29, 2018, 08:37:27 am
The Jotun Oligarchy is confused about Blarg's statement. They had just finished creating a temple for Amastay, and were even in the process of making it even bigger.
"But does he live there, if he does its his house, if he doesn't its just somewhere he visits and there for he's still homeless."

Dipnoi Republic
2 Spotted-Plague afflicted Workers pray to Blarg by rubbing Reagents on themselves (if a valid action)
"What are these people even doing?"


"These ducks didn't even wait to start laying out their plan, they think they can just come in here and usurp me and take my children from me, they've got another thing coming!"
Blarg gets in his wagon and rams the duck shrine and runs over the ducks and keeps running them over until he is sure they are dead, then spends some FP to teach the Zebras about the dangers of false gods and about the lying ways of ducks.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on June 29, 2018, 08:41:23 am
Disci orders Tallamon to train a monk.
Modify tile F5 to inhabit a giant tower, that is constructed by her hard work. Surrounding said tower is an infinite seeming spiral stairway. At the top you have a marvelous marble structure that holds several rooms. Within you can find a her gym with many different training equipment. Then there is a study with a huge library, while another room contains all tools imaginable and the proper materials too. Then there is a throne room where one can meet the goddess. At last there is also the royal bedchamber. Disci's Tower is 500 meters tall and made of marble entirely.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on June 29, 2018, 09:39:50 am
ALERT: ERROR IN TECH SHEET!
Last turn, Logistics was at 4/6 and 2 workers research it.
Now, Logistics appears twice on the tech sheet. (A 4/6 and a 2/?.)

The People
Action 1:
5 workers research Boat Construction
Action 2:
3 workers forage for reagents at H4 with 3 crude tools
Action 3:
Ymar with!*Rehield*! and the Armor of Purity
The half-secretary bird worker with a crude spear
Hunt at H4
Title: Re: Gridhood: Aspects of the Divine!
Post by: Prismatic on June 29, 2018, 10:22:58 am
Error: I'm fairly certain I should have 5 food, not 1. (I had 5 at the start of the turn, gained 6, and supposedly consumed 6).

Aglejo

3 workers forage for food at B6.
1 expert farmer and 2 workers construct a farm at B6.
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on June 29, 2018, 11:17:20 am
Tellus observes mortals to determine the boon to grant.

Spoiler: analysis (click to show/hide)

In the end, it is only right that the worthy get the attention of a god, even if less convenient. But what does Cait Sith desire?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Atomic Chicken on June 29, 2018, 11:19:01 am
The Xekarni

The tribe is relieved to see the spots on their diseased brother suddenly fading away, and many give praise to Nagas under the impression that the Slithering One had played a role in this miraculous recovery. Kezai, however, perceives the alien quality of the power emanating from the heavens, and is intrigued by the notion that yet another unknown god could have aided the tribe.

To this foreign entity (Mabel) she asks two simple questions:


"Who are you, and why have you chosen to help us?"
 
The Chieftess then addresses Nagas:

"Father of Snakes, I have been summoned by the demon who lives in the gleaming hut that floats beneath the great sky tree. How should I respond?"
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on June 29, 2018, 11:43:03 am
"I am Mabel, godess of demihumans. And I aided your sick naga because it was needed. Simple as that. Nagas are demihumans after all."
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 29, 2018, 01:22:16 pm
Lost my data for this.

The Cait Sith only need two things, Food, and expansion.

Zap one of us with the knowledge of Metalworking, and do the Same with the Jotun. Then watch and see who makes the most use out of you gift.


A Sacred Forge should be your Sacred Project, to be gifted. It shall bless the metals as they are forged, and allow us to inscribe runes onto our blades.
GM, cost?
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on June 29, 2018, 01:33:55 pm
Keerim makes the seagulls at B5 immune to the effects of the spotted plague, but still able to carry the disease(if that counts as two effects, just the do the immune part)

then create another marine duck at F7, telling it to stare creepily at
Blargs "house"
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 29, 2018, 01:36:32 pm
And it seems we have our first God War.
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on June 29, 2018, 01:40:18 pm
Farsky waits.
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on June 29, 2018, 01:54:06 pm
The boons at my disposal are:

Glitterleaf - mangroves that harvest naturally occuring minerals to occasionally produce large , broad leaves coated of gold foil, suitable for inscribing and durable for use in spellbooks

Promised Crucible - a bowl of polished stone holding molten copper in quantity equivalent to a tool head, slowly replenishing (not sure if I can afford this)

Knowledge of metal - a zap or a book describing the ways of smithing or casting

I'll make a decision in a few hours.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 29, 2018, 02:00:49 pm
Damn, all three are awesome. Glitterleaf at J-1 please. Or the Promised Crucible Artifact. And of course Knowledge of Metal.

Any of those would be great, and with the Crucible, we Cait Sith could make some Copper Spears and other such items.

While the Glitterleaf would be perfect for making better spellbooks later on..


The Promised Crucible would be an artifact, so either 5, 8, or 10 FP. This would be very useful to we Cait Sith.
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on June 29, 2018, 03:14:44 pm
@GM, would it be possible to get a price check for the promised crucible?
(Promised Crucible - a bowl of polished stone holding molten copper in quantity equivalent to a tool head, slowly replenishing)

Meanwhile, since I will not be able to act based on the answer before the turn...

Tellus wanders in the mangrove forests, and wher eother beings merely see trees, he sees minerals and metals buried in the swamps and dissolved in the water. So plentiful and yet so hard to harvest for mortals. No, it can't be. Metals are made to be used, and therefore they must come in forms that civilizations can harvest and process. So he takes some of the mangrove plants and infuses them with a portions of his power, such that their roots will actively seek, filter and purify metals in the surrounding area. Those plants regularly produce some unusually large leaves made of gold foil, mixed with traces of other minerals and plant matter. Durable and amenable to inscriptions, those leaves are suitable for books and scrolls. He calls those plants "Glitterleaf" and seeds a significant portion of the forest with them.

Tellus creates Glitterleaf grove in J1, advanced tile stacking on top of mangrove forest
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 29, 2018, 04:19:07 pm
Jotun Oligarchy

The Jotun Oligarchy take note of the fact that Keerim is trying to wipe them out! They decide that the course of action that they need to take is to pray to Amastay using the temple as much as possible, so that he would be strong enough to annihilate anything that would threaten the Jotun Oligarchy. Be it eldritch abominations that were made by Nagas, or evil birds that one day started to attack the Giants with no provocation. Because Nagas designed them that way. Evidently, the Giants were still hung up about that, but you can't really blame them can you?

And thus, Amastay gained no less than 30FP from the Jotun Oligarchy this turn!

Spoiler: Doublecheck (click to show/hide)
Spoiler: Action Post (click to show/hide)
Spoiler: Possible FP Triggers (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 29, 2018, 04:24:10 pm
Zazmio: I edited my post to heal the Dipnoi plague worker some time ago.
Somehow I missed that.  I changed the turn.  Dipnoi are now plague free.

Since the entirety of the Cait Sith civ have become extramagical demihumans (still of an unspecified type, which makes me sad, but oh well), has that now become a trait of their civ rather than just their tile?
Maybe if they can make it to the end of the stone age homogeneous...

ALERT: ERROR IN TECH SHEET!
Last turn, Logistics was at 4/6 and 2 workers research it.
Now, Logistics appears twice on the tech sheet. (A 4/6 and a 2/?.)
fixed

Error: I'm fairly certain I should have 5 food, not 1. (I had 5 at the start of the turn, gained 6, and supposedly consumed 6).
fixed

@GM, would it be possible to get a price check for the promised crucible?
(Promised Crucible - a bowl of polished stone holding molten copper in quantity equivalent to a tool head, slowly replenishing)


Since it seems like a small amount of copper, enough for 1 tool a turn, let's say 5 FP.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on June 29, 2018, 04:28:43 pm
Mabel
Heal both of the plague-infected members of the Jotun
Make another Light Lamp at D4

Since the entirety of the Cait Sith civ have become extramagical demihumans (still of an unspecified type, which makes me sad, but oh well), has that now become a trait of their civ rather than just their tile?

Pretty sure we all happen to be cat demihumans.

I mean, we are Cait Sith. So cat fairies. [Granted, we still dream of flight, so it may be a while before our full inheritance appears before us.]

Once we enter the next age, it should become a growth trait.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 29, 2018, 04:44:54 pm
Jotun Oligarchy
5 workers (ate bloodberries) using one Lens of Amastay (Because it was apparantly made), and...
5 workers...
Pray to Amastay at the Giant Temple of Amastay at E3
I'm still not completely sure what the artifact is supposed to do, since Amastay still hasn't made a post describing it and giving a tile location.  There might be some more discussion about its effects to come.

edit:  in the first version, Amastay described something that gives a zap ability and makes the user progressively stronger.  In the second version, he nixed zap but still has progressively stronger, but seemed to have snuck in multiplies prayer FP.  That would cost more than 25 FP for both of those effects.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 29, 2018, 04:47:43 pm
Ok. Let's scrap the zap power and just have the thing that makes people stronger.

The swamp of strength only costs 10 fp, and it effects an entire tile passively. I just want to effect a single worker when the artifact is activated, and have the effect cumulative.

The rest of the 25 fp will go to multiplying fp gain from prayer.

Is that better?

He asked you this question, and I noticed that you have yet to respond to it. Unless you did it via PM or something.

Also, the original post by helmacon said it was at the location of the temple. I would give my players guff about not including co-ordinates, but the only tile that can possible mean is E3

Edit: His exact words were "The rest of the 25 fp will go to multiplying fp gain from prayer". One could logically conclude that this meant 0 fp went towards that if the first effect cost all 25.

Alright, this is the extent of what I can really say about the artifact. You'll need to talk to helmacon now.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 29, 2018, 04:52:55 pm
Ok. Let's scrap the zap power and just have the thing that makes people stronger.

The swamp of strength only costs 10 fp, and it effects an entire tile passively. I just want to effect a single worker when the artifact is activated, and have the effect cumulative.

The rest of the 25 fp will go to multiplying fp gain from prayer.

Is that better?

He asked you this question, and I noticed that you have yet to respond to it. Unless you did it via PM or something.

Also, the original post by helmacon said it was at the location of the temple. I would give my players guff about not including co-ordinates, but the only tile that can possible mean is E3

I didn't see the question before I did the turn.  I decided to give him the artifact, since he's been trying for 2 turns, and was just waiting for him to describe it and provide a tile in the same post so I can put a link in for reference.  But then I noticed just now that he snuck in "multiplies FP"...
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 29, 2018, 04:57:40 pm
The original thing that I wanted was just FP generation so that Amastay would use the FP to help the Jotun Oligarchy. The strength bonus thing is much less useful in my opinion, and I would probably just spread it out among my workers equally anyway instead of focusing on just one because I wouldn't want to waste the actual utility of the strength by having the strong guy pray all the time (Unless it was a bonus that increased prayer generation each time it is used) or risking the loss of the entire benefit with the death of one guy.

Of course, stuff concerning the artifact is not my decision to make.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 29, 2018, 05:04:19 pm
I feel for GM woe of information processing. Keep it up Zazmio, you are doing an awesome work! Also, turn actions edited in consequence!

Dipnoi Republic
Praise Nagas! The plague is gone, and this strange dream we had about something called "medicine" is now a fleeting memory of the past. The miraculously healed worker shall become our first priest, in the future of course. Wait for us Nagas, we will shower us with our gratitude soon enough!

3 Workers ranch at I6
1 Master Python-style Martial Artist and 1 Workers hunt at J6 with 1 Blowdart
2 Snake Tamers forage for Wood at J7 with 2 Tame Giant Anacondas
1 Mud Specialist and 3 Workers finish construction of the Mud Kiln at I6
1 Pygmy Charmer makes 1 Blowdart
4 Food is fed to the Tame Giant Anacondas
Title: Re: Gridhood: Aspects of the Divine!
Post by: Atomic Chicken on June 29, 2018, 06:26:27 pm
Keep it up Zazmio, you are doing an awesome work!

I concur; this has been managed brilliantly so far.



The Xekarni

"I am Mabel, godess of demihumans. And I aided your sick naga because it was needed. Simple as that. Nagas are demihumans after all."

Kezai takes in the god's message and pauses for a moment before replying, seemingly distracted by a fleeting thought.

"I thank you, Mabel, goddess of demihumans, on behalf of my sisters and brothers. The Xekarni will remember your name."

Spoiler: actions (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on June 30, 2018, 01:32:08 am
Amastay is a bit surprised at the giants response. Part of the deal was always becoming one of his people, which comes with all the boons and protections he grants to any of these people. Nonetheless, a 25fp artifact is nearing holy grail levels of power, and it didn't feel right to make that all an investment back into himself. He settles on a bit of a compromise.

Amastay plucks a star from the sky and works it with his own hands, beginning his greatest artifact yet. He create a translucent yellow gem of great size. This gem shall be known as the lens of Amastay. Its function is twofold. When activated by praying to Amastay, it allows the user to create a minor zap the way a god would. It also makes the user slightly stronger, smarter, and more resilient, meaning that a lifetime of prayer can lead to very strong individual.

He then affixes this gem in the center of his temple, so that when the light hits it, it scatters brilliant rays of light over the temple.
(I will levee the actual strength of these effects up to the gm, for what he feels is appropriate for 25 fp. )

Ok. Let's scrap the zap power and just have the thing that makes people stronger.

The swamp of strength only costs 10 fp, and it effects an entire tile passively. I just want to effect a single worker when the artifact is activated, and have the effect cumulative.

The rest of the 25 fp will go to multiplying fp gain from prayer.

Is that better?

The strength multiplier is the primary effect. It should cost no more than 10 fp. The rest of the FP goes to multiplying fp generated during prayer. The amount that you think it should increase is up to you. If you think it's ridiculously op for some reason, just make the multiplier very low. 1.05 or something. I don't think it should be low at all, but you are the gm so the nature of that effect is up to you.

Most of the effects are based around what I and other people have been able to do with much smaller amounts of fp, so I don't know why this should be unreasonable.


After finalizing the artifact, Amastay  then spends another 10 fp to create an artifact called the scepter of purity. It is a staff that when carried will render all units in the same tile immune to diseases. This is based off the effect of the Armor of purity, but instead of being magical armor as it's second attribute, it has an AOE.

The lens and the scepter are both placed in the temple at E3.

Last of all, Amastay spends the required amount of fp to teach the wingless talking wyverns the raiding tech. 
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 30, 2018, 02:36:12 am
Amastay is a bit surprised at the giants response. Part of the deal was always becoming one of his people, which comes with all the boons and protections he grants to any of these people. Nonetheless, a 25fp artifact is nearing holy grail levels of power, and it didn't feel right to make that all an investment back into himself. He settles on a bit of a compromise.

Amastay plucks a star from the sky and works it with his own hands, beginning his greatest artifact yet. He create a translucent yellow gem of great size. This gem shall be known as the lens of Amastay. Its function is twofold. When activated by praying to Amastay, it allows the user to create a minor zap the way a god would. It also makes the user slightly stronger, smarter, and more resilient, meaning that a lifetime of prayer can lead to very strong individual.

He then affixes this gem in the center of his temple, so that when the light hits it, it scatters brilliant rays of light over the temple.
(I will levee the actual strength of these effects up to the gm, for what he feels is appropriate for 25 fp. )

Ok. Let's scrap the zap power and just have the thing that makes people stronger.

The swamp of strength only costs 10 fp, and it effects an entire tile passively. I just want to effect a single worker when the artifact is activated, and have the effect cumulative.

The rest of the 25 fp will go to multiplying fp gain from prayer.

Is that better?

The strength multiplier is the primary effect. It should cost no more than 10 fp. The rest of the FP goes to multiplying fp generated during prayer. The amount that you think it should increase is up to you. If you think it's ridiculously op for some reason, just make the multiplier very low. 1.05 or something. I don't think it should be low at all, but you are the gm so the nature of that effect is up to you.

Most of the effects are based around what I and other people have been able to do with much smaller amounts of fp, so I don't know why this should be unreasonable.


After finalizing the artifact, Amastay  then spends another 10 fp to create an artifact called the scepter of purity. It is a staff that when carried will render all units in the same tile immune to diseases or toxic effects. This is based off the effect of the Armor of purity, but instead of being magical armor as it's second attribute, it has an AOE.

The lens and the scepter are both placed in the temple at E3.

Last of all, Amastay spends the required amount of fp to teach the wingless talking wyverns the raiding tech.
About that Lens:  I am kind of hesitant about the cumulative power every use thing, so I think that part should be more than 10 FP.  Let's say 15 FP just for that part.  Seems like you could make someone invincible, though that would take a while, so maybe it's not as bad as I thought.

The scepter would be 5 FP for the immunity to toxins part, 5 FP for immunity from disease (they are separate things, and the armor of purity gives only immune to toxins), and 5 FP for multiple workers impacted instead of just one, for 15 FP total.

Anyway, thanks for the descriptive post that we can refer to.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on June 30, 2018, 06:32:23 am
Ok, well, 15fp for the buff and however much of a multiplier 10fp will give me on prayers. I really don't think the buff is going to be anywhere near as significant as you think it is.

I'll go ahead and just reduce the scepter down to just diseases then, with the AOE. I'll edit it back into the post.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 30, 2018, 09:45:37 pm
Turn 32 - The Stone Age
(https://i.imgur.com/g4YKArh.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Game Events:
Blarg drives his magic wagon over the duck shrine, killing the ducks and destroying the shrine!!  The Zebras that worshipped the ducks are shocked and outraged, and riot!  Houses and buildings are damaged!  They break off from the Blarg worshipping Zebras and become a Keerim worshipping faction!  The conservative Blarg faction cracks down on the Keerim faction!  Civil war ensues!!!
The One Eye Screaming corrupts the flora at B3 into twisted creeping vines!

Godly actions of note:
Mabel heal zaps 2 plague infected Jotun workers for 4 FP.  Then Mabel creates another Light Lamp at D4 for 5 FP.
Blarg teaches suspicion of duck gods to the Blarg faction of zebras for 5 FP!
Disci adds a Giant Marble Tower to the forest at F5 for 5 FP!
Keerim makes the seagulls at B5 plague-immune carriers for 5 FP!  Then Keerim creates a Marine Duck at F7 for 1 FP.
Tellus creates Glitterleaf Grove at J1 for 5 FP!
Amastay creates the Scepter of Purity at E3 for 10 FP!

Civilization actions:

Hidden Monastery
1 cobra d.BMA, 1 cobra BMA & 1 woodpecker d.MA forage for food on K10 and get 7 food.
1 seagull d.MMA & 1 seagull d.JMA forage for food on I8 and get 3 food.
Neheb asks Tallamon to guide him to be even more disciplined.  Tallamon states that there is nothing left that he can teach the legendary master martial artist.  He does, however, offer advice:  "You monks should keep a bigger reserve of food."  Neheb instead forages for food at J8 and gets 1 food.
1 BMA recuperates.
9 food is spent to create 3 workers.
Tallamon teaches discipline to a beginner cobra-style martial artist.  Disci gets 1 FP.

Delta Dwellers
4 workers (one with the fish whistle) forage forage for food at E8 and get 8 food.  Workers report that foraging with more than 3 workers in one tile was less efficient.
2 workers research Call of the sea and the tech is complete!

Cait Sith
1 Philosopher Argues.
2 D-H EM Apprentices, 1 Disciplined D-H EM Apprentice, and 1 Disciplined D-H EM Writer Apprentice researches Spell Reagent Gathering at K-2.
2 D-H EM Workers pick up their spears and fish at J-1 and get 7 food.
1 D-H EM Worker forages at K-2 using the Bountiful Basket and gets 6 food.
1 D-H EM Worker pick up their spears and fish at K-1 and gets 2 food.
Aeroith, the legendary disciplined demihuman extramagical Magus, researches the Arcanum Mineralis.  See tech section.  Izzith gets 2 FP!

The People
5 workers research Boat Construction.
3 workers forage for reagents at H4 with 3 crude tools and get 10 reagents.
Ymar with!*Rehield*! and the Armor of Purity, The half-secretary bird worker with a crude spear Hunt at H4 and get 6 food.

Aglejo
3 workers forage for food at B6 and get 7 food.
1 expert farmer and 2 workers construct a farm at B6.

The Jotun Oligarchy
1 worker using a crude tool and 1 worker (Ate bloodberries) using a crude tool Forage for stone at E5 and get 5 stone.
5 workers (ate bloodberries) using one Lens of Amastay and 5 workers Pray to Amastay at the Giant Temple of Amastay at E3, generating 40 FP for Amastay!!!  1 worker (ate bloodberries) gets (lensbuff 1).  Izzith is interested and gets 2 FP.
1 Greenthumb worker using a crude tool and the artifact "Giant flint sickle of harvesting" and 1 Bountiful Gatherer using a crude tool and the artifact "Bountiful Basket" and 2 workers (ate bloodberries) using 2 crude tools and 2 workers using 2 crude tools Harvest the orchard at E4 and get 23 food.  Workers report that using more than 3 workers to harvest at the normal sized orchard is less efficient.
1 Food is fed to the Tame Cobras.
4 food is used to make a new worker.  Farsky gets 1 FP.  Mabel gets 1 FP.

Dipnoi Republic
3 Workers ranch at I6 and get 9 food.  Blarg gets 1 FP.
1 Master Python-style Martial Artist and 1 Workers hunt at J6 with 1 Blowdart and get 4 food.
2 Snake Tamers forage for Wood at J7 with 2 Tame Giant Anacondas and get 5 wood.  1 Tame Giant Anaconda eats a boar and does not need to be fed this turn!  Farsky gets 2 FP!  Nagas gets 2 FP!
1 Mud Specialist and 3 Workers finish construction of the Mud Kiln at I6.  Amastay gets 2 FP.
1 Pygmy Charmer makes 1 Blowdart.
2 Food is fed to the Tame Giant Anacondas (one is full and need not be fed).

The Xekarni
Kezai (armed with 1 crude spear) accepts the summons of Bakhon and enters his wondrous palace at H5.
Kezai enters the amazing palace of fountains, marble, and wonders.  Bakhon sits there on a throne.  Air spirit servants fan him and file his long blue nails.
Says he:  "Your species is foul smelling and produces copious amounts of snake-like dung.  That was a statement, not a question, so no need to answer.  I have a quest for one like you.  I must deliver a message to one Oofsaa the 'Brilliant'."  He says "Brilliant" sarcastically and holds up two fingers on each hand as quote-marks.  "Take yourself and 2 of your warriors and deposit the contents of your bowels upon the steps of his Ziggurat.  Come back to me when the deed is done for a reward."  As Kezai turns to leave, Bakhon adds:  "Beware!  This quest could be perilous!  I will find out if you do not do the deed but lie and say you did."

After visiting the palace of Bakhon, your Djinn Restlessness increases by 1!
1 worker, 1 slightly snake-like horse tamer and 1 Naga worker (armed with 3 crude spears) forage for food at J4 using 3 crude tools and get 7 food.  1 worker becomes slightly snake-like and 1 slightly snake-like horse tamer becomes moderately snake-like.  Nagas gets 2 FP. 
1 literate Naga worker and 2 Naga workers research Diplomacy.
2 Naga spear warriors (armed with 2 crude spears) hunt at J3 (I5,I4,J3) and get 7 food.  The party sees the Ornate Ziggurat of Oofsaa the Brilliant, and their Djinn Restlessness increases by 1!
2 food spent to feed 2 mounts.

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on June 30, 2018, 10:33:50 pm
Looks like the Jotun and Amastay have figured out a way to make way too much FP.  Congrats go to them.  Is the game broken now?  That is a question, isn't it?

I will now take this opportunity to explain a bit what will happen when the age changes from Stone to the next age, which I think I will call the Heroic Age.  Assuming people still want to keep playing by then.

It's going to be sort of a reset.  That is, the gap between the most advanced civs and the newcomers will be lessened somewhat.  Civs won't be made equal, though.  If you have a big tech advantage over everyone else, you will still have a tech advantage at the start of the new age.

All workers become vanilla again.  All the current legendary heroes are of the Stone Age and are just legends in the new age.  I might give the Cait Sith an apprentice and the Monks a martial artist, but mostly everyone will have vanilla workers.  Flavor wise, there is assumed to be a time period gap of around a thousand years between the ages when nothing much happens and the gods go dormant.  A lot of techs will become common knowledge, such as all the agriculture techs.  Basically, the civs will be at the beginning of what was the Bronze age on Earth.

The gods will be reset to 1 FP, I think.  I might introduce god dormancy where they have to be awoken somehow.  I'm thinking that all artifacts will become "lost", which means they will have to be found somehow by heroes searching in tiles, or something like that.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on June 30, 2018, 11:02:20 pm
(I've really been going all out on this game to make sure my actions are as good as possible. I have made a few goofs admittedly. I love to focus on improvements that help me make more improvements. More population means more actions like technology and production. Then I use the technology and production to increase population again which in turn improves my production. When I saw the temple tech, and looked back to the gigantic structures tech I just knew it was the beginning of something incredible. Now better prayers means better tiles, artifacts and zaps. Thus, the request for the prayer artifact! It is better in the long run than some generic benefit. Now I want a single worker to be zapped so that they are super good at praying, possibly being a very VERY advanced zap; and I also want the temple's tile to be converted into a holy mountain. Those two things should cost no more than 30FP based on the prices of other things. I hate to admit it, but the GM might be justified in wanting to do a soft reset.)

Jotun Oligarchy

Note: I am going to start referring to giants who ate bloodberries as "BB#" where # is the number of bloodberries they ate. I will also use "LB#" to depict lens buffs. This should keep their names from taking up an entire line.

The Jotun Oligarchy takes note of the fact that Amastay has already taken measures to ensure the Keerim's hostile activities will not be highly detrimental to them. They still have concerns about Naga's monstrosity in the Northwest, but with their new primary god having over 80FP their morale remains high.

As much as they would like to be able to pump 40 FP into Amastay each turn, the giants still need to focus on growing their civilization. As they will want at least one person praying each turn and a population fast approaching 20, the Jotun Oligarchy finds themselves in need of better organizational skills to accommodate a higher amount of actions on each turn.

The giants also take notice of Mabels continued assistance in regards to the One Eye Screaming problem. The Giants wonder if an arrangement could be made so that they would generate more FP passively for Mabel somehow... While Amastay appears to quickly becoming the primary diety for the Jotun Oligarchy, they are not yet monotheistic.

Crazy rumors have been heard about the potential future including the loss of special workers and artifacts, and gods being reset back to 1FP. This is particularly problematic news for the Jotun Oligarchy. It seemed like tile quality improvements would be the best use of a gods FP in the near future...

Spoiler: Action Post (click to show/hide)
Spoiler: Possible FP Triggers (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on June 30, 2018, 11:11:11 pm
Dipnoi Republic

3 Workers ranch at I6
2 Snake Tamers hunt at J7 with 2 Blowdarts and 2 Tame Giant Anacondas
1 Mud Specialist and 1 Worker make 10 Mud Bricks at the Mud Kiln I6 using 2 Wood
1 Pygmy Charmer and 4 Workers research Diplomacy
4 Food is fed to the Tame Giant Anacondas
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on June 30, 2018, 11:31:59 pm
 Delta dwellers
2 workers (one with The Fish Whistle) forage food at E8
2 workers forage food at D8
2 workers reaserch tool creation
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on July 01, 2018, 01:28:17 am
Wow. Uh... just wow. I didn't expect it to be anywhere near that effective.

...


I spend as much fp as need be to convert the mountain at E3 into the holy mountain of amastay. It will be filled with caverns that mimic all types of architecture and design, with aqueducts diverting natural creeks and rivers so that no area is without fresh water. Strategically places crystals and skylights ensure that the whole interior is lit is refracted sunlight. (5 fp for special tile, plus 3 fp for replacing land. 8fp total?)

He then spends another 27fp (9 multiplies of 3) to zap the Lens buffed giant to a grand priest of Amastay. Soon, as he grows stronger, he will become the unstoppable priest king of the giants.

You missed this action last time.
Quote
Last of all, Amastay spends the required amount of fp to teach the wingless talking wyverns the raiding tech

And this turn I will spend another 10? fp to teach the wyverns tool use.

Last of all, I use another 9 fp to zap a worker of The people at H4 into a master farmer, capable of farming much more effectively than his brethren.
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on July 01, 2018, 03:07:56 am
So  farsky acts once more
I pump 28 FP into the titangate, seeing as my other idea is a bit complicated.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on July 01, 2018, 06:28:59 am
I might introduce god dormancy where they have to be awoken somehow.
"But who will watch over the Zebras if I'm asleep for years?"

I'm thinking that all artifacts will become "lost", which means they will have to be found somehow by heroes searching in tiles, or something like that.
"How would I lose my wagon if I end up sleeping the deep sleep while I'm inside of it, and what could a hero do with it if I'm the only one with the keys to it?"


"I made you Zebras and I can just as easily destroy you!"
Blarg threatens the group of zebras that started to worship Keerim, he gives them a hour to leave G7, if they remain after the time is up he will run them over with the wagon, then he spends some FP to teach the good loyal Zebras how to fish while he glares at the evil duck.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Prismatic on July 01, 2018, 07:07:29 am
Aglejo

1 expert farmer and 3 workers continue constructing the farm at B6.
2 workers forage for food at B6.
1 new worker is created.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 01, 2018, 08:01:42 am
Disci sends Tallamon to train the Deltadwellers.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 01, 2018, 08:12:56 am
The chances of anyone making it to us are very low GM. That and we all are Extra-magical demi-human by now. If there is one thing we do not want to lose, it's these Arcanum.

Note, will need to research General Spell Use once academy is up.


Cat Sith

Philosopher Argues

2 D-H EM Workers pick up their spears and fish at J-1 and get 7 food.
1 D-H EM Worker forages at K-2 with the Bountiful Basket.

1 Disciplined D-H EM Apprentice and 1 Disciplined D-H EM Writer Apprentice researches Spell Reagent Gathering at K-2.
2 D-H EM Apprentices and Aeorith the D-H EM Magus research Spiritualism.


1 D-H EM Worker trains as an Apprentice.

It is needed for a the old worker to work metal and stone, earth and wood.


Also, Can I ask our gods something? As it seems you will soon slumber, Can you put your FP to a divine project?

A thousand years may pass, but we shall forever take care of it.

The World Tree's Sapling.
Yggdrasil, a Divine project which supercharges the area near it. And grows stronger as the world is flooded with Mana. A 1000 years may pass, and it shall grow ever stronger at K-1.

For now, it will simply boost the efficiency of spells cast in the area, requiring 1 less regent. But after a thousand years, it shall spread it's Mana from G-1 to K-5, charging those areas.

The Thousand Year Tree.
3-regent cost reduction: K-1, J-1 & J-2 & K-2
2-regent cost reduction: I-1 though I-3, then through J-3 and K-3
1-regent cost reduction: H-1 through H-4, then through I-4, J-4, and K-4
Edges of Yggdrasil's reach: G-1 through G-5, then through H-5, I-5, J-5, and K-5

All those in this zone get a bonus when researching magic of 0.5, or 2 people for 1 bonus point.

Next Age:
All Previous zones gain +1 cost reduction. Bonus in those zones becomes 0.8 per person researching.
Only applicable if project was invested in previous age. Double primary cost.
Zone is expanded by 3 tiles.
First 2 tiles gain 1-regent cost reduction. Last tiles on edge of Yggdrasil's reach.

Next Age: All Previous zones gain +1 cost reduction. Bonus in those zones becomes 1.0 per person researching. Yggdrasil is fully grown.
Only applicable if project was invested in previous age. Double secondary cost. Mana has spread across the world.

Special-Ancestral History's Protection: Divine Project Yggdrasil can only be brought low past the first age by spending twice the FP currently invested in it across it's life. This can be done over time in a single age. Caretakers can pray to reduce the negative FP on it.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 01, 2018, 08:17:20 am
Nagas decides to start Divine Project: Apzu the River Dragon at E8. Apzu is a big river-dwelling dragon (in a Persian thematic style) who breathes mist and frost. He is intelligent and knows terrible secrets, and is very protective of those whom he regards as his own. Nagas puts up to 5 FP into the project for now.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on July 01, 2018, 08:52:30 am
Nagas decides to start Divine Project: Apzu the River Dragon at E8. Apzu is a big river-dwelling dragon (in a Persian thematic style) who breathes mist and frost. He is intelligent and knows terrible secrets, and is very protective of those whom he regards as his own. Nagas puts up to 5 FP into the project for now.
"That was unexpected"
 Delta dwellers
Offer food to the river dragon
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on July 01, 2018, 09:46:36 am
The People
Action 1:
3 workers harvest at H4 with 3 crude tools
Action 2:
3 workers forage at G3 with 3 crude tools
Action 3:
1 worker forages at H4 with 1 crude tool
Action 4:
Ymar with !*Rehield*! and the Armor of Purity
The half-secretary bird with a crude spear
The trapper with a crude spear
Hunt at G4
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 01, 2018, 12:05:13 pm
He then spends another 27fp (9 multiplies of 3) to zap the Lens buffed giant to a grand priest of Amastay. Soon, as he grows stronger, he will become the unstoppable priest king of the giants.

You cannot actually target a specific giant with a zap. Though its early enough for even a regular worker to take full advantage of this. If you have concerns about it being lost at the start of a new era you could see if you could set up a bloodline or include something about the worker no longer aging. It would be expensive, but it would be a shame for it to be lost at the start of a new era when the whole point of the artifact is long term growth.

... It might have been a mistake to actually tell the players about what the next era would entail.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 01, 2018, 12:14:43 pm
How exactly will I get a Magus if I need a Magus to train a Magus?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 01, 2018, 12:34:43 pm
Disci puts 5fp into the divine project of Nagas, Apzu.

"Now, Nagas I would like to twist Apzu's personality a bit. I want him to be very slow to undertake projects but when he does he always puts 100% behind that project. In the sense: When he picks something up he does so completely with the uttermost diligence and discipline.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 01, 2018, 12:36:41 pm
Does mine not warrant consideration Disci?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 01, 2018, 12:50:25 pm
"You speak with little respect towards the gods."


((ooc: i feel that one can be said about the civs at hand and their tech. There is a few of them that are similar in techs and undertakings. Coincidentally they are close to one another and have been interacting. therefore there could be a standard set of techs distributed towards them which would seem plausible. Civs like cait sith and the monastary are unique however as they have chosen an original path. Take cait sith: while most civs have concentrated on worldly things like tools housing food protection, they have concentrated on magic. Reaching the next age would be findamentally different for them. They wouldnt be good at creating tools but they would be able to create plants that serve the same purpose as tools created the conventional way. The monks would maybe come up with martial arts styles that represented that same thing.

I love this game and i feel that the complications of having sifferent skillsets for civs can be represented))
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 01, 2018, 01:08:58 pm
I have forseen the end Disci, it will likely be turn 40 due to the dead rising as described in the Arcanum. We also have Hogwarts, but unless this game lasts to 50, that won't happen this age.


Actually getting that Divine Project finished would be great both short and long term.
Even if we have to reawaken our gods to start getting any boosts going.
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on July 01, 2018, 01:14:59 pm
Tellus rests, hoping that the cait sith will use and appreciate his gifts, and expand their metallurgy knowledge. Meanwhile, however, he must recover.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 01, 2018, 05:32:37 pm
Quote from: Supernerd
I've really been going all out on this game to make sure my actions are as good as possible

Yeah, something you guys might not have realized is that there actually is an optimal way to grow.  Basically, workers are everything, and you want to get your worker numbers up as quickly as you can.  So research improving houses should be a priority, which makes efficient food production important so you can concentrate more on research.  I think it goes something like this:  get max workers, research better housing, research more efficient food production, increase workers to new maximum, research even better housing, etc..

Supernerd had a big advantage because he has experience in Gridhood and realized this.  He also had a big advantage from the fertile tile that was created for him early in the game.  Fertile tiles are probably the best (for a civ) 5 FP a god can spend.  Farsky made one for him early, which helped offset his higher than normal food consumption.  It's interesting that there were only 2 fertile tiles made, and they are both by the giants.  You guys really should have been begging for a fertile tile early on.

The People-Xekarni-Dipnoi cluster were also at a disadvantage because they were hostile towards each other and had to compete for limited good tiles and expend research towards defense.  On top of that, for some reason the gods kept replacing plains around there with shit tiles (although the Dipnoi like swamps).  Also, made a gate that spawned powerful monsters next to them, for some reason.  Although they've received a few beneficial Zaps and a couple of artifacts, they have been hindered by the gods more than they've been helped.

So yeah, there is actually strategy to this game that should be taken into consideration if you don't want to fall way behind.  But fret not -- the new age will bring a reset of sorts that I've already described.  I'm not sure when it will start but it will be sometime after a turn 40 cataclysmic event.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on July 01, 2018, 05:52:19 pm
In my opinion, the Giants biggest advantage was the Gigantic Structures tech! Without researching specialized housing, they were from the start able to reach a populatuon of 15, which is quite massuve from the start.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 01, 2018, 05:56:51 pm
 I'm not sure when it will start but it will be sometime after a turn 40 cataclysmic event.


We Cait Sith know exactly what's going to happen there. We'll be prepared.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 01, 2018, 06:06:31 pm
In my opinion, the Giants biggest advantage was the Gigantic Structures tech! Without researching specialized housing, they were from the start able to reach a populatuon of 15, which is quite massuve from the start.
Gigantic Structures might have been overpowered, yeah.  The doubling of building effects is getting to be problematic.

On the other hand, eating 50% more food is a big disadvantage early in the game.  If they never got fertile tiles, a lot of the extra workers they got from Gigantic Structures would have been dedicated to food production.  If they were in the People's or the Xekarni's situation -- that is, the gods making poor food tiles instead of fertile tiles around them, and also having to research defensive techs -- the Jotun would not be as advanced as they are, I think.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 01, 2018, 06:08:44 pm
I agree that Gigantic Structures is just absurd. Although I think its what is supposed to offset the 1.5X food costs which I have originally referred to as "Crippling" quite frequently. It falls a bit short of crippling now that I got the essentials figured out.

Edit: I'll also point out that the construction techs I got have been giving a different value for regular sized people and giants. That means other civilizations who research the same construction techs would actually get the same amount of housing for half the cost.

There are a few other bits of advice I can give. You always want to focus on food, and the ideal amount to have seems to be just enough to tide you for a turn if things take a turn for the worst for some reason. Too much food leaves your stockpile vulnerable to rats, bears, and ratbears while too little leaves you vulnerable to starvation.

Edit: Yeah, I definitely needed a quality food tile and I needed it sooner rather than later. I would have offered prayer for it if it came to that, but Farsky was smart enough to notice that the tile would pay for itself.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 01, 2018, 06:11:46 pm
At least we're fnally at the point that we can just use 3 to gather food, and if all else fails, the Philosopher can just use his Pure Thought to survive. No need to feed someone who doesn't work.

That won't help long term though. I want that trait boost to my people.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on July 01, 2018, 11:06:05 pm
Hidden Monastery


1 cobra d.BMA with Fey-Hair Ribbon, 1 cobra BMA & 1 woodpecker d.MA forage food on K10
1 BMA, 1 seagull d.MMA & 1 seagull d.JMA forage food on I8
Neheb forages food on K8
3 workers build a wooden house

Create 1 new worker
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on July 02, 2018, 02:57:59 am
Mabel
no action
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 02, 2018, 05:33:05 am
Turn 33 - The Stone Age
(https://i.imgur.com/nvbhdZL.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Game Events:
The Zebra Civil war rages on.  Blarg drives over some Zebras but this only angers the Keerim faction.
Twisted creeping vines spread to B4!  The Taiga at B4 becomes an Eldritch Nightmarescape!

Godly actions of note:
Amastay converts the mountain at E3 into the Holy Mountain of Amastay for 5 FP.  Then Amastay Zaps a worker of the Jotun 9 times into a Grand Priest of Amastay for 27 FP!  Then Amastay spends 10 FP to make the Wyverns at J4 into raiding toolusers!  Then Amastay Zaps a worker of The People 3 times into a Grandmaster Farmer for 9 FP.
Farsky puts 28 FP into the divine project "Titangate".
Blarg spends 5 FP to teach the Blarg faction zebras how to fish.
Nagas starts the divine project "Apzu the River Dragon" and puts 5 FP into it.
Disci puts 5 FP into the divine project "Apzu the River Dragon".

Civilization actions:

The Jotun Oligarchy
5 workers (BB1) using 5 crude tools and 5 slings construct a Giant Stone House.  Amastay gets 1 FP.
1 Greenthumb worker using 1 crude tool and the artifact "Giant Flint Sickle of Harvesting" and 1 worker (BB1) using a crude tools and 1 worker using a crude tool Harvest at the Orchard at E4 and get 16 food.
1 Bountiful Gatherer (BB1) using a crude tool and the Artifact "Bountiful Basket" and 2 workers using 2 crude tools Ranch at the ranch at E4 and get 19 food.
1 worker (BB1) prays to Amastay at the Temple of Amastay at D3 and generates 3 FP for Amastay.
1 worker (BB1, LB1) and 6 workers Begin research on Sundials.
1 Food is fed to the Tame Cobras.
4 food is used to make a new worker.  Farsky gets 1 FP.  Mabel gets 1 FP.
The Giants have reached a population of 20 workers!  They have gone from a sparsely populated tribe of hunter-gatherers to a densely populated agricultural civilization!  The increased population will bring with it problems such as unrest and sanitation!

Dipnoi Republic
3 Workers ranch at I6 and get 10 food.  Blarg gets 1 FP.
2 Snake Tamers hunt at J7 with 2 Blowdarts and 2 Tame Giant Anacondas and get 4 food.  Nagas gets 1 FP.
1 Mud Specialist and 1 Worker make 10 Mud Bricks at the Mud Kiln I6 using 2 Wood.  Amastay is intrigued and gets 1 FP.
1 Pygmy Charmer and 4 Workers research Diplomacy and the tech is completed.
4 Food is fed to the Tame Giant Anacondas.

Delta Dwellers
2 workers (one with The Fish Whistle) forage food at E8 and get 2 food.
2 workers forage food at D8 and get 4 food.  1 worker narrowly avoids being eaten by a python!  Nagas gets 1 FP.
2 workers research tool creation.
Tallamon the Hero Trainer arrives at your settlement.

Aglejo
1 expert farmer and 3 workers continue constructing the farm at B6 and the farm is completed!  Amastay gets 1 FP.
2 workers forage for food at B6 and get 4 food.
1 new worker is created.

Cait Sith
1 Philosopher Argues.  No breakthroughs.
2 D-H EM Workers pick up their spears and fish at J-1 and get 3 food.
1 D-H EM Worker forages at K-2 with the Bountiful Basket and gets 6 food.
1 Disciplined D-H EM Apprentice and 1 Disciplined D-H EM Writer Apprentice researches Spell Reagent Gathering at K-2.
2 D-H EM Apprentices and Aeorith the D-H EM Magus research Spiritualism.
1 D-H EM Worker trains as an Apprentice.  Disci gets 1 FP.  Izzith gets 1 FP.

The People
3 workers harvest at H4 with 3 crude tools and get 10 food.
3 workers forage at G3 with 3 crude tools and get 7 food.
1 worker forages at H4 with 1 crude tool and gets 5 food.
Ymar with !*Rehield*! and the Armor of Purity, The half-secretary bird with a crude spear, The trapper with a crude spear attempt to Hunt at G4, but G4 is an ocean.  Instead, they hunt at H4.  They get 8 food.

Hidden Monastery
1 cobra d.BMA with Fey-Hair Ribbon, 1 cobra BMA & 1 woodpecker d.MA forage food on K10 and get 6 food.
1 BMA, 1 seagull d.MMA & 1 seagull d.JMA forage food on I8 and get 5 food.
Neheb forages food on K8 and gets 3 food.
3 workers build a wooden house.
3 food spent to Create 1 new worker.

The Xekarni stagnate.

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on July 02, 2018, 05:47:30 am
Amastay uses 8?fp to turn G4 into a bountiful reef, full of fish and other edible aquatic wildlife.

The scepter of purity should help keep the giants healthy as sanitation becomes a worry.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on July 02, 2018, 05:52:12 am
Oh! You missed the Diplomacy tech in the Dipnoi Republic :P

Quote
Diplomacy, 3 of ? (incomplete)
Diplomacy, 5 of ? (incomplete)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 02, 2018, 07:02:12 am
Disci orders Tallamon to trach the delta dwellers some discipline.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 02, 2018, 07:55:39 am
Cat Sith

1 Philosopher Argues.
2 D-H EM Workers pick up their spears and fish at K-1.
1 D-H EM Worker forages at K-2 with the Bountiful Basket.
1 Disciplined D-H EM Apprentice and 1 Disciplined D-H EM Writer Apprentice researches Spiritualism.
3 D-H EM Apprentices and Aeorith the D-H EM Magus gather Magical Regents at K-2.
Aeorith has the Arcanum Botanica, and uses it to increase the number of Magical Regents they can gather.



GM, keep in mind that Spell Regent Gathering is more effective for Magical Regent Gathering, of which K-2 has plenty. Extra Effective for spells.

Glad that Magical Lake can finally pay off.
K2:  +Meadow with lake and magical plants+

I kept expecting a research bonus from that.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on July 02, 2018, 08:31:19 am
"Hay when did that white tower show up, does that mean that I'm no longer the only god with a house?"

"What part of get the hell of my land don't you guys get!"
Blarg spends some FP to create an artifact it's a chrome shaft that on one has a rubber like substance as a grip and on the other end it has a small metal wedge with a number nine engraved on it as the head, he calls this item a Nine Iron it appears at G7 and appears in his hands, then he waves it around and threatens the Keerim worshiping zebras and runs some of them over with his wagon, then uses some of his FP to try and make the Keerim worshiping zebras leave G7.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Prismatic on July 02, 2018, 08:34:33 am
Error: My civ inventory shows 5 regular workers instead of 6.

Aglejo

The sky-dwellers rejoice as the last patch of designated land is cleared and made fit for farming. The future looks bright, and the little island civilisation begins to slowly expand in anticipation of a plentiful yearly harvest.

1 expert farmer and 2 workers farm at B6.
3 workers forage at B6.
1 worker researches Toolmaking.
1 new worker is created.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 02, 2018, 09:05:46 am
"Indeed Blarg. Why don't you consider coming to visit. I got some swamp herb teas in the brew."
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on July 02, 2018, 09:08:02 am
Mabel
spend 5FP teaching the pixies how to care for the forest.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 02, 2018, 09:09:27 am
We have pixies?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on July 02, 2018, 09:11:18 am
We have pixies?
Yep. See turn 29.
They aren't in your tile if that's what you mean.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on July 02, 2018, 09:17:43 am
"Indeed Blarg. Why don't you consider coming to visit. I got some swamp herb teas in the brew."
"I would but I'm currently trying to get some duck worshiping morons off of my land."
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on July 02, 2018, 10:17:06 am
Could've sworn I said G3. Sorry, GM!

The People
Action 1:
Ymar with !*Rehield*! and the Armor of Purity
The half-secretary bird with a crude spear
Hunt at G3
Action 2:
The grandmaster farmer harvests at H4 with a crude tool
Action 3:
2 workers research Wooden Structures
Action 4:
4 workers research Writing
Action 1:
1 worker researches Boat Construction
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 02, 2018, 11:41:35 am
Oh my gosh did I really forget to use the lens? Thats it. I'm going to make a checklist for myself now because making a Jotun Oligarchy post is now so complicated it needs an instruction manual. (helmacon, please send me a PM or something if it looks like I ever forgot the lens again)

Jotun Oligarchy

The Jotun Oligarchy continues their work. Realizing that the monstrosity "One Eye Screaming" needs to be dealt with sooner rather than later, the Jotun Oligarchy finds the manpower to pray to Amastay properly this turn. With the temple now being on a holy mountain tile and a Grand Priest capable of using the Lens of Amastay to its full potential, Amastay would be powerful enough to dispose of even the greatest of monsters.

Spoiler: Action Post (click to show/hide)
Spoiler: Possible FP Triggers (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on July 02, 2018, 12:19:40 pm
Tellus encourages the Cait Sith to interact with the glitterleaf forest or work with the arcanum mineralis, so that more power will be generated to grant boons.

Meanwhile, he rests
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on July 02, 2018, 01:52:14 pm
"Hey zebras, don't worry about having to live outside, I'll get you guys a new house as soon as I can, just get out of there before that jerk kills more of you."
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on July 02, 2018, 07:21:52 pm
Farsky acts
Two more FP for the titangate.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 02, 2018, 08:15:29 pm
Oh! You missed the Diplomacy tech in the Dipnoi Republic :P

Quote
Diplomacy, 3 of ? (incomplete)
Diplomacy, 5 of ? (incomplete)
Ok, fixed.  The tech was completed.

I also took at look at your Priesthood tech and modified it a little.  Priests are now able to do any worker vanilla actions with no malus.  Also, I don't like that the construction it gives is called a "church" as that seems Christian, and the Dipnoi don't strike me as being particularly Christian.  But I can't think of anything better to call it ("temple" is taken).  If you have a suggestion for a better name, feel free to suggest...

Cat Sith
GM, keep in mind that Spell Regent Gathering is more effective for Magical Regent Gathering, of which K-2 has plenty. Extra Effective for spells.
I decided that Spell Regent Gathering is identical to Herbalism, since you'd have to understand which herbs to gather to get reagents, anyway.  And yes, the lake will give a bonus to reagent gathering.

Quote from: Supernerd
But the sundial research should be 7/8 instead of 6/8 because 7 people total worked on it because you didn't provide a reason on why it wouldn't.
Fixed.


Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 02, 2018, 08:18:34 pm
Error: My civ inventory shows 5 regular workers instead of 6.
fixed
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 02, 2018, 08:35:37 pm
I might recommend letting players tweak their terminology if it wouldn't negatively impact the game.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 02, 2018, 08:40:19 pm
You would think the magical plants would make better regent for casting.


Well, Aeroith has an Arcanum, and she isn't afraid to use it.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on July 03, 2018, 12:20:34 am
Hidden monastery

1 cobra d.BMA with Fey-Hair Ribbon & 2 workers forage food on K10
1 BMA & 2 workers forage food on I8
Neheb, 1 seagull d.MMA, 1 seagull d.JMA, 1 cobra d.BMA & 1 woodpecker d.MA research Meditation (tech that would allow martial artists to contribute more research to martial arts related projects)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on July 03, 2018, 01:31:00 am
Dipnoi Republic

Change diplomatic state with the Xekarni to Neutral.
Change diplomatic state with the Pygmies to Friendly.

(3) 3 Workers ranch at I6
(3) 3 Workers forage for Food at I7
(3) 2 Snake Tamers and 1 Pygmy Charmer forage for Food at H7 with 2 Tame Giant Anacondas
(1) 1 Worker forages for Food at I6
(2) 1 Mud Specialist and 1 Worker upgrade a Primitive House into a Mud Brick House
Create 2 Workers using 6 Food
Feed 4 Food to the Tame Giant Anacondas
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 03, 2018, 04:05:59 pm
I also took at look at your Priesthood tech and modified it a little.  Priests are now able to do any worker vanilla actions with no malus.  Also, I don't like that the construction it gives is called a "church" as that seems Christian, and the Dipnoi don't strike me as being particularly Christian.  But I can't think of anything better to call it ("temple" is taken).  If you have a suggestion for a better name, feel free to suggest...
Given that the Dipnoi are Nagasists, I submit that their churches be known as "dens".

Oh, right. Nagas begins work on a second dragon, Divine Project: Tiamat the Ocean Dragon, adding 5 FP to it. The mate of Apzu, Tiamat is fiercer and more aggressive than her counterpart, but more reclusive as well; together, the two can spawn lesser dragons, and Tiamat is very protective of her brood. Tiamat breathes corrosive salt-mist and poison.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on July 03, 2018, 04:21:29 pm
Why I get so little food
 Delta dwellers
2 workers forage food at D8
2 workers forge food at E9
2 workers reaserch tool creation
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on July 03, 2018, 05:05:07 pm
Ziggurat for our temples!
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 03, 2018, 06:57:39 pm
Dweller. Study spears and build boats. If you fish instead of forage you get more food.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 03, 2018, 07:00:15 pm
It actually looks like you got some bad rolls. A standard forage from my experience seems to yield around 1-3 food or so. It definitely varies from tile to tile though. I recommend experimenting. You have 5 logistics available, so you can forage a tile with a single person to get a better feel on what the tile probably will provide in the long term. Just don't come to a conclusion due to small sample sizes if you get a single 1 roll.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 03, 2018, 09:18:07 pm
Turn 34 - The Stone Age
(https://i.imgur.com/PqfKlVS.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Game Events:
The Keerim faction of the Zebras move to G8.
Twisted creeping vines spread to C4 and A4!  Those tiles become Eldritch Nightmarescapes!!  The giant sized orchard at C4 becomes corrupted!

Godly actions of note:
Amastay spends 5 FP to make the ocean at G4 into a Bountiful Reef.
Blarg creates the Nine Iron at G7 for 5 FP.  Blarg waves the Nine Iron around and yells at all these goddamned kids to get off his lawn.
Mabel spends 5 FP to make the pixies at F11 forest custodians.
Farsky adds 2 FP to the divine project Titangate.
Nagas creates the divine project "Tiamat the Ocean Dragon" and adds 5 FP to it.  Nagas, however, needs to specify which tile it is in.

Civilization actions:

Cait Sith
1 Philosopher Argues.
2 D-H EM Workers pick up their spears and fish at K-1 and get 5 food.
1 D-H EM Worker forages at K-2 with a Bountiful Basket and gets 4 food.
1 Disciplined D-H EM Apprentice and 1 Disciplined D-H EM Writer Apprentice researches Spiritualism and the tech is complete!
3 D-H EM Apprentices and Aeorith the D-H EM Magus gather Magical Regents at K-2 and get 14 reagents.
Aeorith has the Arcanum Botanica, and uses it to increase the number of Magical Regents they can gather.  Aeorith considers spanking the philosopher just for the hell of it, but then remembers that she is disciplined.  But then Aeorith remembers that she gathered reagents this turn and she can't take more than one action in a turn.

Aglejo
1 expert farmer and 2 workers farm at B6 and get 11 food.
3 workers forage at B6 and get 7 food.
1 worker researches Toolmaking.
1 new worker is created.

The People
Ymar with !*Rehield*! and the Armor of Purity and the half-secretary bird with a crude spear Hunt at G3 and get 7 food.
The grandmaster farmer harvests at H4 with a crude tool and gets 6 food.
2 workers research Wooden Structures.
4 workers research Writing.
1 worker researches Boat Construction and the tech is complete!

The Jotun Oligarchy
1 Grand Priest of Amastay using a sling and the artifact "The Lens of Amastay" and 5 workers (BB1) using slings and 1 worker using a sling and 1 worker (BB1, LB1) using a sling Pray to Amastay at the Giant Temple of Amastay at E3 and generate 32 FP for Amastay!  1 Grand Priest of Amastay gets (lensbuff 1).  Izzith gets 2 FP.
1 Greenthumb worker using 1 crude tool and the artifact "Giant Flint Sickle of Harvesting" and 2 workers (BB1) using 2 crude tools Harvest at the Orchard at E4 and get 16 food.
1 Bountiful Gatherer (BB1) using a crude tool and the Artifact "Bountiful Basket" and 2 workers using crude tools Ranch at the ranch at E4 and get 16 food.
1 worker researches Sundials and the tech is complete!
5 workers using 5 crude tools upgrade the Orchard at E4 into a Giant Orchard.  Amastay gets 2 FP.
1 Food is fed to the Tame Cobras.
4 food is used to make a new worker.  Farsky gets 1 FP.  Mabel gets 1 FP.
1 Grand Priest of Amastay generates 3 FP for Amastay just for existing.
Sanitation decreases by 3 to 97.  Prayer at the temple keeps unrest at 0.

Hidden Monastery
1 cobra d.BMA with Fey-Hair Ribbon & 2 workers forage food on K10 and get 6 food.  Izzith gets 1 FP.  Mabel gets 1 FP.
1 BMA & 2 workers forage food on I8 and get 7 food.  1 worker gets a tropical disease in the rainforest!
Neheb, 1 seagull d.MMA, 1 seagull d.JMA, 1 cobra d.BMA & 1 woodpecker d.MA research Meditation.

Dipnoi Republic
3 Workers ranch at I6 and get 9 food.
3 Workers forage for Food at I7 and get 9 food.
2 Snake Tamers and 1 Pygmy Charmer forage for Food at H7 with 2 Tame Giant Anacondas and get 9 food.
1 Worker forages for Food at I6 and gets 4 food.
1 Mud Specialist and 1 Worker upgrade a Primitive House into a Mud Brick House.
Create 2 Workers using 6 Food
Feed 4 Food to the Tame Giant Anacondas.
Diplomatic state with Xekarni set to Neutral.
Diplomatic state with Pygmies set to Friendly.
1 worker grumbles about a lack of housing.

Delta Dwellers
2 workers forage food at D8 and get 4 food.  1 worker is injured by snakebite!  Nagas gets 2 FP!
2 workers forage food at E9 and get 5 food.
2 workers researches Tool Creation.
Tallamon the Hero Trainer trains one worker to be disciplined.  Disci gets 1 FP.

The Xekarni stagnate.

Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 03, 2018, 09:19:04 pm
Post size exceeded 40k character restriction!!
Turn 34 continued

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 03, 2018, 09:44:08 pm
Disci heals a dweller and zaps one worker to know how to create shrines.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 03, 2018, 09:44:37 pm
REMINDER TO SELF: Check and update action instruction document

Jotun Oligarchy

The Jotun Oligarchy... Finds themselves unable to continue work as per usual due to the encroaching Nagas-induced problem. The giants make an attempt to ward it off using the Light Lamps granted to them by Mabel. The Jotun Oligarchy requests the assistance of Amastay to resolve their eldritch nightmarescape related problems. Construction and research come to a halt due to the immediate crisis.

Spoiler: Doublecheck (click to show/hide)
Spoiler: Action Post (click to show/hide)
Spoiler: Possible FP Triggers (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on July 03, 2018, 10:43:07 pm
Dipnoi Republic

How marvelous to see our population grow!

(8 ) 1 Mud Specialist, 1 Pygmy Charmer and 6 Workers upgrade 1 Primitive House and 3 Fine Mud Houses into 4 Mud Brick Houses
(3) 3 Workers ranch at I6
(2) 2 Snake Tamers hunt at J6 with 2 Blowdarts and 2 Tame Giant Anacondas
(1) 1 Python-style Master forage for Food at I7
Create 2 Workers using 6 Food
4 Food is fed to the Anacondas
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on July 04, 2018, 12:17:41 am
What discipline does?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on July 04, 2018, 12:30:19 am
Action edited slightly
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 04, 2018, 12:37:01 am
Huhh, did I forget to say the tile? It's supposed to be at F6.


Nagas puts 5 more FP into Apzu and glares at the Xekarni for a while.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on July 04, 2018, 04:52:19 am
"Glad the whole civil war thing is over, hopefully things will get back to normal. Okay Zebras we should start rebuilding and repairing everything that was damaged during the fighting and bury all of the dead."
Blarg Helps take all the dead zebras out of the area with the palisades and bury them, then he teaches the Zebras how to read and write.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 04, 2018, 08:30:20 am
Cait Sith



The Magus Aeroith uses the Arcanum Botanica, twisting one of the Large Luminous Trees.
Wood shifts, a path grows out of the tree's bark circling the trunk. From the branches and leaves, a floor and roof is formed.
Rooms and walls form within it's branches, and the entire structure is covered in a wood flooring, walls and and open rooms on the edges.
It all connects together into a Simple Treehouse, free from rain inside, and complete with it's own light...

Cost is 4 Regents.(6-2=4)


1 disciplined demihuman extramagical apprentice uses the Arcanum Mineralis to Bring Forth/Transmute Stone from beneath the Water and Earth.
(12 for how many reagents?)
[This is a spell to bring the stone needed out of the earth.]
{This should be a simple spell, if on a larger scale than normal. Repeat' Repeat' Till you have enough Stone}

2 D-H EM Workers pick up their spears and fish at J-1.
1 D-H EM Worker forages at K-2 with a Bountiful Basket. He also has his Spear with him.

1 Philosopher Argues

1 D-H EM Apprentices and 1 Disciplined D-H EM Writer Apprentice Research Fireball.
2 D-H EM Apprentices begin Research into Basic Elemental Magic.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Oblivion2007 on July 04, 2018, 09:20:13 am
Yeah, I'm officially dropping out of this game now. I've been regretting choosing to play as a god basically ever since I joined. I originally chose a god because there were more civs than gods and not much room when I joined but at this point I just can't work up the ability to care anymore. Playing has just started to feel like a chore to me for awhile now. Sorry for dropping out so suddenly and everything but it is what it is.

Izzith appears at F5 and begins to vibrate violently, glowing with a blinding light. With a final scream of frustration all of his remaining power is released at once in a massive arcane explosion devastating the landscape.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 04, 2018, 09:27:21 am
Um? Izzith..

Not to say anything, but.. Can you at least just create the Yggdrasil Divine Project before you go?


Here's hoping you are reborn as a Civ someday.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on July 04, 2018, 09:35:11 am
 Delta dwellers
2 workers forage food at E8
worker and disciplined worker forge food at E9
2 workers reaserch tool creation

Ask Tallamon how to solve the snake problem
Create new worker
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on July 04, 2018, 10:00:52 am
The People
Action 1:
2 workers research Wooden Structures
Action 2:
3 workers forage for wood at G3 with 3 crude tools
Action 3:
The Grandmaster Farmer harvests at H4 with a crude tool
Action 4:
2 workers
And the half-secretary bird
research Writing
Action 5:
Ymar with !*Rehield*! and the Armor of Purity
And the trapper with a crude spear
Hunt at H4
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on July 04, 2018, 10:26:42 am
The spirits of a long-gone feline civilization start merging, almost as if a new god is forming from them!

Gilbert, god of Felines has risen!
Title: Re: Gridhood: Aspects of the Divine!
Post by: Prismatic on July 04, 2018, 11:57:04 am
Aglejo

1 expert farmer and 2 workers farm at B6.
3 workers forage for food at B6.
2 workers research Toolmaking.
2 new workers are created.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on July 04, 2018, 03:18:40 pm
Hidden monastery

"Work, work, then even more work. This 'meditation' seems like an endless chore to me."
-From the complains of unenlightened

1 cobra d.BMA with Fey-Hair Ribbon & 2 workers forage food on K10
1 BMA, 1 woodpecker d.MA & 1 worker forage food on I8
Neheb, 1 seagull d.MMA, 1 seagull d.JMA & 1 cobra d.BMA research Meditation (tech that would allow martial artists to contribute more research to martial arts related projects)
1 worker recuperates
Title: Re: Gridhood: Aspects of the Divine!
Post by: Atomic Chicken on July 04, 2018, 04:07:56 pm
Sorry about the recent missed turns; my workload has increased to the point where I feel that it's no longer possible for me to keep up with daily updates. As much as I love this game, I think I'm going to have to withdraw from it. As an alternative to letting the tribe simply die off right when things are starting to get interesting, would anyone be interested in taking over the running of the Xekarni civilisation?
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 04, 2018, 04:12:33 pm
Well, Izzith wants to drop out from being a god. He may be able to take over.

Alternatively, you could just go into early Hibernation for the next age, and pick up when that comes around.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 04, 2018, 04:16:07 pm
If the GM allows it, maybe Izzith and the Xekarni could trade players?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 04, 2018, 08:19:10 pm
They can switch if they want.  Though if Oblivion2007 finds being a god tedious, seems like a civ is more work and maybe doubly tedious.

Anyway, I'm sorry to see them both go.  This game isn't for everyone, I know.  No game is, I guess.

And Orca... sorry buddy.  Do you remember how you left this game?  I don't think this game is for you, my friend...
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on July 04, 2018, 08:44:13 pm
They can switch if they want.  Though if Oblivion2007 finds being a god tedious, seems like a civ is more work and maybe doubly tedious.

Anyway, I'm sorry to see them both go.  This game isn't for everyone, I know.  No game is, I guess.

And Orca... sorry buddy.  Do you remember how you left this game?  I don't think this game is for you, my friend...

Who the hell is Orca?

Also, I left as a civ because of not even random gm-caused events starting to spike in annoyance, with previous manhunting animal packs only resulting in mostly ignorable compared to the bear attack setbacks, like wounds and small resource loss, but killing several of my civilians and halving my food supply is too much.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 04, 2018, 08:53:44 pm
Who the hell is Orca?

Also, I left as a civ because of not even random gm-caused events starting to spike in annoyance, with previous manhunting animal packs only resulting in mostly ignorable compared to the bear attack setbacks, like wounds and small resource loss, but killing several of my civilians and halving my food supply is too much.

You are clearly who he was referring to when he said Orca. You don't deserve to be called by your actual forum name in this particular game thread. I would call you Orca too, but I have too much respect for the majestic sea mammal.

If you really want to play again, I recommend you start by apologizing for your previous inappropriate behavior.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 04, 2018, 09:11:13 pm
You are clearly who he was referring to when he said Orca. You don't deserve to be called by your actual forum name in this particular game thread. I would call you Orca too, but I have too much respect for the majestic sea mammal.

If you really want to play again, I recommend you start by apologizing for your previous inappropriate behavior.
Man, all of it or just in this thread? Because that could take a really long time if it's the former...
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on July 04, 2018, 09:18:25 pm
Also, does it seem like Ochre put the zero in for the sole purpose of ranting at people who got his name wrong?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 04, 2018, 09:27:44 pm
Man, all of it or just in this thread? Because that could take a really long time if it's the former...

I was referring to the specific moment when he rage quit the game and started swearing at the GM.
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on July 05, 2018, 02:28:52 am
So farsky acts
He invests one FP into the titangate. Then he looks at the massive evil area growing near the jotun. Hmm, should probably deal with that...
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on July 05, 2018, 02:58:54 am
Amastay spends 20 fp to replace B3, A4, B4 and C4 with gentle rolling pine forests. (forests)

He then spends 10 Fp to create a flaming sword of purity, and gives this to a giant at D4.

He tells the giants "Take this sword and seek out the creature that causes this corruption. Cleanse it from this world."
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 05, 2018, 05:01:29 am
Turn 35 - The Stone Age - Year of the Dandelion
(https://i.imgur.com/AzKuIHU.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Game Events:
The Keerim faction of the Zebras worship Keerim.  The Bird god gets 3 FP!
The Blarg faction of the Zebras worship Blarg!  The Swamp god gets 1 FP!
Having their tiles changed seems to temporarily prevent the twisted creeping vines from expanding.
Dandelions sprout everywhere in abundance!  They have no impact on the game!

Godly actions of note:
Disci heal zaps the injured Delta Dwellers worker for 2 FP.  Disci is unable to zap a worker with knowledge of tech.
Nagas puts 5 FP into the divine project "Apzu the River Dragon".
Blarg teaches literacy to the Zebras for 5 FP.
Izzith leaves this world.
Farsky puts 1 FP into the project "Titangate", completing the project!  The Huge Magical Tree at H5 is replaced with Titangate!
Amastay replaces the Eldritch Nightmarescapes at B3, B4, A4, and C4 with forests for 12 FP.  Then Amastay creates the Flaming Sword of Purity for 10 FP and places it at D4.  (Note that you haven't described any properties besides "flaming"... it is unknown if "purity" has any effect.)

Civilization actions:

The Jotun Oligarchy
1 Grand Priest of Amastay using a sling and the artifact "The Lens of Amastay" and 3 workers Pray to Amastay at the Giant Temple of Amastay at E3, generating 16 FP for Amastay.  1 Grand Priest of Amastay gets (lensbuff 2).
1 Greenthumb worker using 1 crude tool and the artifact "Giant Flint Sickle of Harvesting" and 1 Bountiful Gatherer (BB1) using a crude tool and the Artifact "Bountiful Basket" and 4 workers using crude tools Harvest at the Orchard at E4 and get 34 food.
3 workers eat 3 bloodberries.
1 worker (BB1, LB1) using a sling and the artifact "Scepter of Purity" and 2 worker (BB1) using a sling and 2 artifact "Light Lamps" and 5 workers (BB1) using slings Ward off the Eldritch Nightmarescape at C4.  The twisted creeping vines attempt to entangle the party but the Light Lamps seem to keep them at bay.  Some vines wither and die, and others retreat back to tile B3.  It's not clear if the lamps have any effect on the tile, as it is then changed to a forest by Amastay.
1 Food is fed to the Tame Cobras.
1 Grand Priest of Amastay generates 3 FP for Amastay just for existing.
Sanitation decreases by 4 to 93.  Prayer at the temple keeps unrest at 0.

Dipnoi Republic
1 Mud Specialist, 1 Pygmy Charmer and 6 Workers upgrade 1 Primitive House and 3 Fine Mud Houses into 4 Mud Brick Houses.  Amastay gets 1 FP.
3 Workers ranch at I6 and get 10 food.
2 Snake Tamers hunt at J6 with 2 Blowdarts and 2 Tame Giant Anacondas and get 5 food.  Nagas gets 1 FP.
1 Python-style Master forages for Food at I7 and gets 5 food.
Created 2 Workers using 6 Food.
4 Food is fed to the Anacondas.

Cait Sith
The Magus Aeroith uses Arcanum Botanica to cast "Grown Houses", a medium complexity spell, for 4 reagents.  A primitive house is replaced with a grown tree house!
1 disciplined demihuman extramagical apprentice uses the Arcanum Mineralis to Bring Forth/Transmute Stone.  3 stone is created.
2 D-H EM Workers pick up their spears and fish at J-1 and get 7 food.
1 D-H EM Worker forages at K-2 with a Bountiful Basket and gets 2 food. 
1 Philosopher Argues.
1 D-H EM Apprentices and 1 Disciplined D-H EM Writer Apprentice Research Fireball and the spell research is complete!
2 D-H EM Apprentices begin Research into Basic Elemental Magic.

Delta Dwellers
2 workers forage food at E8 and get 4 food.
1 worker and 1 disciplined worker forage food at E9 and get 4 food.
2 workers research tool creation and the tech is complete!
3 food spent to Create new worker.
Tallamon the Hero Trainer trains one worker to be disciplined.  Disci gets 1 FP.  Tallamon answers your question.  Says he, "Stay out of the jungle."

The People
2 workers research Wooden Structures and the tech is complete!
3 workers forage for wood at G3 with 3 crude tools and get 11 wood.
The Grandmaster Farmer harvests at H4 with a crude tool and gets 5 food.
2 workers And the half-secretary bird research Writing and the tech is complete!
Ymar with !*Rehield*! and the Armor of Purity And the trapper with a crude spear Hunt at H4 and get 8 food.

Aglejo
1 expert farmer and 2 workers farm at B6 and get 10 food.
3 workers forage for food at B6 and get 5 food.
2 workers research Toolmaking and the tech is complete!
2 new workers are created for 6 food.

Hidden Monastery
1 cobra d.BMA with Fey-Hair Ribbon & 2 workers forage food on K10 and get 7 food.  Mabel gets 1 FP.
1 BMA, 1 woodpecker d.MA & 1 worker forage food on I8 and get 6 food.  1 worker is injured by a wild boar!
Neheb, 1 seagull d.MMA, 1 seagull d.JMA & 1 cobra d.BMA research Meditation.  The Birds of Paradise inspire the workers!  Keerim gets 2 FP!
1 worker fails to pull through and succumbs to the tropical disease!

The Xekarni stagnate.  (One last turn to give someone a chance to take over this civ!)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 05, 2018, 05:01:46 am
Turn 35 continued

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 05, 2018, 05:10:37 am
Nagas attempts to teach the Keerim faction of zebras that snakes are intrinsically superior to birds, with the help of a puppet show demonstrating how snakes eat birds, in order to convince them to worship him.

ETA: Nagas also suggests to the Elder Lindorm that it ought to go eat a couple Cait Sith to keep them on their toes.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on July 05, 2018, 07:12:41 am
"Hay Zebras are we going to rebuild the destroyed houses or not?"
Blarg spends some FP to create an artifact Peaked Cap the top part is white the bottom is black the visor is black with gold leaves on it and in the front of it is a gold and silver badge, it depicts a eagle holding a shield with thirteen stars and thirteen stripes on it and behind the shield are two crossed anchors, this item appears at G7 and appears on his head, and then after he finishes that he eats some of the dandelions to show his dominance over them.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 05, 2018, 07:28:25 am
Now with added trees.

Treehouse grants 3 per space. Which is awesome.


Cait Sith
Aeroith uses the Arcanum Botanica to create an Orchard at K-2, with many fruits growing.

1 Worker forages at K-1. Basket is used.

2 Workers pick up their spears and fish at K-1.

1 workers is created for 3 food.

1 Philosopher argues.

3 D-H EM Apprentices, 1 D-H EM Apprentices and 1 Disciplined D-H EM Writer Apprentice Research Fishing.


Does a god wish to zap one of us into a Master Fisherman? Also, Treehousing, finally!~

Blarg maybe? Actually, their is that Masterful Fishing Net. Both would be appreciated.


Philosopher is arguing about spirits, and what this Djinn restlessness means.{Flavor}
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 05, 2018, 07:39:05 am
Disci tells Tallamon to train the Deltadwellers. Also she changes E7 into a coastline of plentyful fish.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on July 05, 2018, 07:39:58 am
"What do you mean we can't catch fishes with those, what in the name of Disci you did the last three years, build what? Ok let see what we can do with one of those but please let how to catch fishes now, we have this whistle just sitting around for years now"
 Delta dwellers
1 worker create primitive tool
1 worker pray Disci
1 worker forage food at E8
2 workers reaserch tree cutting
2 workers reaserch fishing
(No idea what displine does so no idea where to put them)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 05, 2018, 07:42:06 am
"I actually dont know if discipline affects your workers.Hahaha, again I think you need to build a boat and get spears to fish..."
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 05, 2018, 07:47:32 am
Discipline has been shown to allow workers to move on to another project if they either complete, or are incapable of the one you assigned them.

Disci, can you bless K-1 with a Discipline modifier for new births? On top of the others we already have.


Or just Zap the rest of us.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on July 05, 2018, 07:52:14 am
Does a god wish to zap one of us into a Master Fisherman? Also, Treehousing, finally!~

Blarg maybe? Actually, their is that Masterful Fishing Net. Both would be appreciated.
"I would but I just spent all my FP on a fancy hat something really important."
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on July 05, 2018, 07:56:35 am
(The Dipnoi should be out of mud bricks)

Dipnoi Republic

Dandelions? Lovely! The future seems bright for the Republic, even the land seems to welcome our growth.

[3] 3 Workers ranch at I6
[3] 2 Snake Tamers and 1 Python-Style Master forage for Food at H6 with 2 Tame Giant Anacondas
[3] 1 Mud Specialist and 2 Workers make 15 Mud Bricks at the Mud Kiln I6 using 3 Wood
[7] 1 Pygmy Charmer and 6 Workers research Mathematics
Feed 4 Food to the Tame Giant Anacondas
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 05, 2018, 07:58:15 am
So far cait sith i have provided you with quite many boons, but you have not returned the favor by giving me prayer. I consider your people to be ungrateful and greedy for that.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 05, 2018, 08:14:12 am
It should probably be noted that Mabel and Izzith get FP whenever a new Cait Sith is born. So the modifier would net you quite a few points in the future.

The only time we have prayed to a god was.. I think the ninja-bears. Most of our work is to advancing our magic.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Prismatic on July 05, 2018, 08:28:34 am
Error: Looks like my worker count's off again; I should have 9 regular workers, not 7. The food count seems to be correct.

Aglejo

6 workers manufacture 6 crude tools.
1 worker researches Engineer's Mindset.
1 expert farmer and 2 workers farm at B6.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 05, 2018, 08:34:19 am
Disci invest 10 FP into the Divine Project The Swamp of Every Challenge at H2
Spoiler (click to show/hide)


You know, I still remember this. The Elements seem like they would be fun and useful. But it's probably going to be next age when I can get there.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on July 05, 2018, 08:50:26 am
So far cait sith i have provided you with quite many boons, but you have not returned the favor by giving me prayer. I consider your people to be ungrateful and greedy for that.
"I've given them stuff in the past too and I haven't gotten anything out of doing it but I don't mind, mostly because they're one of the few civs besides the zebras that acknowledge that I even exist, and because I have noting better to do."
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on July 05, 2018, 09:03:14 am
Also, does it seem like Ochre put the zero in for the sole purpose of ranting at people who got his name wrong?

Who the hell is <insert common stupid misspelling of my username here?

I got my username by just using a random word generator, changed up a letter or two, removed one, and adding an underscore.

Who the hell is Orca?

Also, I left as a civ because of not even random gm-caused events starting to spike in annoyance, with previous manhunting animal packs only resulting in mostly ignorable compared to the bear attack setbacks, like wounds and small resource loss, but killing several of my civilians and halving my food supply is too much.

You are clearly who he was referring to when he said Orca. You don't deserve to be called by your actual forum name in this particular game thread. I would call you Orca too, but I have too much respect for the majestic sea mammal.

If you really want to play again, I recommend you start by apologizing for your previous inappropriate behavior.

About that, I was enraged over non-random gm-caused incidents that were a lot more than nuisances.

When I joined as a civ, I thought gameplay-wise it would be pretty smooth sailing for civs because I didn't end up with an incredibly hostile neighbor, instead, my neighbor didn't really interact with my civ, which was better than having a neighbor that wants you removed from the world.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 05, 2018, 09:36:18 am
Disci invest 10 FP into the Divine Project The Swamp of Every Challenge at H2
Spoiler (click to show/hide)


You know, I still remember this. The Elements seem like they would be fun and useful. But it's probably going to be next age when I can get there.
Well you see, It doesn't matter to me if you remember this unless you use it, or thank me for it with prayer...
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on July 05, 2018, 09:44:06 am
The People
Action 1:
Ymar with !*Rehield*! and the Armor of Purity
The trapper with a crude spear
Hunt at G3
Action 2:
The grandmaster farmer harvests at H4 with a crude tool
Action 3:
5 workers and the half-secretary bird
Use 6 wood to build 3 boats
Action 4:
2 workers forage for wood at G3 with 2 crude tools
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on July 05, 2018, 10:08:05 am
I, tellus, will create next turn a crucible providing a civilization with a tool making material better than any stone, in a form easy to use.

But who of the civilizations is willing to use such a boon?
Who dares enter in a new age of crafting and forge a bond with its god?
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 05, 2018, 10:21:05 am
I mean, probably me. Replacement would be useful, though I might as well just research Coppercraft.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 05, 2018, 10:50:10 am
((I kinda feel that we should enter the age of construction since said god is far off with its fp.
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on July 05, 2018, 11:43:13 am
Well, honestly I think I'll try a civilization other than Cait Sith for the crucible.  I want to try to find someone more reactive and active in either doing FP boosting actions, or outright prayer. I'll throw the crucible in a developed civ which seems to have the right resources to start casting quickly and see what happens.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 05, 2018, 12:27:35 pm
Well, honestly I think I'll try a civilization other than Cait Sith for the crucible.  I want to try to find someone more reactive and active in either doing FP boosting actions, or outright prayer. I'll throw the crucible in a developed civ which seems to have the right resources to start casting quickly and see what happens.

Probably the Delta Dwellers then, or the Aglejo.
Fishing vs Farming.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on July 05, 2018, 12:31:42 pm
Still didn't got to fishing though :(
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 05, 2018, 12:39:53 pm
Well, now you can make copper spears, or at least research their creation. Make sure to add rope for a retractable harpoon.

So Research Copper Harpoons.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on July 05, 2018, 12:47:37 pm
The sword is only using the adjective "Purity" because of the fire. It is to be used to "purify" the corruption.

Amastay spends some fp to give his wyverns better wisdom/intelligence.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 05, 2018, 12:59:38 pm
Alright, first off.

Quote
Diplomacy, 8 of 8 (It is now possible to have diplomatic states with civs other than the default hostility!  The possible diplomatic states are War, Hostility, Neutral, Friendly, and Allied.  You can change your diplomatic state by simply doing something like, for example, "Change diplomatic state with Xekarni to Neutral."  It doesn't use a logistics slot.  Note that two civs can set different diplomatic states with each other, and the other civ must research Diplomacy before they can reciprocate your diplomatic state.)

Dipnoi Republic has this. And The Xekarni has 7 food.

They research Diplomacy and become a vassel of the Dipnoi Republic. While having 2 people get the food needed. Would that work?


Second.  ;D
Quote
Housing: 9 primitive, 1 grown tree (houses 12 total)

I cannot state enough how happy I am that I can house 30 Workers at the end of it. Growth is coming to fruition. Hopefully literally. We're gonna need some more baskets.

Magic For the Win. We thank you Izzith!


Nagas attempts to teach the Keerim faction of zebras that snakes are intrinsically superior to birds, with the help of a puppet show demonstrating how snakes eat birds, in order to convince them to worship him.

ETA: Nagas also suggests to the Elder Lindorm that it ought to go eat a couple Cait Sith to keep them on their toes.

...Really Nagas? Changing actionAdding flavor to reflect this. Unless someone wants to protect us..
Also, isn't he supposed to guard the Magical Forest?

We got 7 Magicals and a whole lot of Fireballs.
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on July 05, 2018, 01:05:23 pm
Keerim tells the duck at F7 to go meet the zebras at G8
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on July 05, 2018, 01:20:43 pm
Farsky acts
I put 2 FP worth of protection into H5, Lets not let history repeat itself so easily...
Title: Re: Gridhood: Aspects of the Divine!
Post by: Prismatic on July 05, 2018, 02:36:57 pm
Well, honestly I think I'll try a civilization other than Cait Sith for the crucible.  I want to try to find someone more reactive and active in either doing FP boosting actions, or outright prayer. I'll throw the crucible in a developed civ which seems to have the right resources to start casting quickly and see what happens.

The forward-minded people of Aglejo hear the word of Tellus and pledge to offer their worship to the Metal God so as to earn his favour and guidance. [All workers not devoted to food production next turn will pray to Tellus to generate up to 7 FP, depending on this turn's haul. However, research into Metalworking will likely be delayed until after a couple of other techs are secured, as the civilisation is still quite young].
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on July 05, 2018, 02:44:06 pm
Well, honestly I think I'll try a civilization other than Cait Sith for the crucible.  I want to try to find someone more reactive and active in either doing FP boosting actions, or outright prayer. I'll throw the crucible in a developed civ which seems to have the right resources to start casting quickly and see what happens.

The forward-minded people of Aglejo hear the word of Tellus and pledge to offer their worship to the Metal God so as to earn his favour and guidance. [All workers not devoted to food production next turn will pray to Tellus to generate up to 7 FP, depending on this turn's haul. However, research into Metalworking will likely be delayed until after a couple of other techs are secured, as the civilisation is still quite young].
Can't promise that, Aglejo outbided us.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 05, 2018, 04:55:05 pm
REMINDER TO SELF: Check and update action instruction document

Jotun Oligarchy

The Jotun Oligarchy has been instructed to seek out the creature that causes the corruption. However, the Jotun Oligarchy is not able to travel far enough to reach it! In order to fulfill Amastay's instruction, research beings on a means of extended travel. Food is stockpiled so that they can fight without needing to stop to gather and stone is collected so that they can construct anything they may require for this task. Unfortunately, the preparation for war against the Nagas's creation left little time for prayer. Why was Nagas so bent on the destruction of the Jotun Oligarchy? The Giants thought that Nagas would only seek to destroy them if they wiped out the snakes that he made, which they definitely did not do.

An interesting thought occurs to the Jotun Oligarchy. Since their houses can hold twice as many regular sized people as they can giants, then if a multiple of 2 workers somehow ended up being normal sized then they would be better suited to non-physical tasks such as praying and research.

Spoiler: Doublecheck (click to show/hide)
Spoiler: Action Post (click to show/hide)
Spoiler: Possible FP Triggers (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on July 05, 2018, 05:49:06 pm
Mabel
Teach the pixies how to transform non-pixies into other living beings.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 05, 2018, 07:22:14 pm
Why was Nagas so bent on the destruction of the Jotun Oligarchy?
He then sends a herd of dangerous but otherwise nonspecial tame (which I now know cost 5FP) cobras to the Jotnar at D4!
CHOSEN OF NAGAS, DEVOUR THE WORLD!
And then you didn't. You're almost as bad as the Cait Sith when it comes to total lack of gratitude. :P
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 05, 2018, 07:31:32 pm
So... You're upset that I didn't devour the world? That doesn't even make sense.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 05, 2018, 07:41:38 pm
Not only did you not devour the world, you never even gave me a point of worship, or ever used the cobras I gave you, as far as I remember! But really, I'm not upset and not bent on your destruction; it's not my fault you ended up so close to the Orassans that my griefing them spilled over onto you... it's just that I'm not terribly compelled to help if you're not going to make it worth my while. :P
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 05, 2018, 08:04:23 pm
I had to feed the Cobras every turn to keep them from becoming wild! You made those for yourself so that you would get FP from snakes. Also, you got plenty of FP from the snake ranch so I don't understand your complaint.

I understand the seagull thing, but the Orassans have been completely obliterated before you did the one eye screaming thing, so that clearly isn't why you made that!
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on July 05, 2018, 08:07:34 pm
Nagas works in mysterious ways...

Unrelated, but I can't wait to complete the Architecture tech :D
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 05, 2018, 08:29:41 pm
Still didn't got to fishing though :(
Quote from: Delta Dwellers turn 33
Delta Dwellers
2 workers (one with The Fish Whistle) forage food at E8 and get 2 food.
Apparently foraging with the Fish Whistle doesn't do much.  Maybe you should try a different action...

...

Dipnoi bricks fixed.  Thanks for catching that.

Aglejo worker count fixed.

Quote from: Supernerd
Food stockpile started at 27 food.
Consumed 27 food and 3 bloodberries
1 food fed to snakes
Collected 34 food.
Food is currently 31.5
Food should be 33
I suspect that you may not have accounted for the Giants eating 1.5 less food for each bloodberry eaten.
Yes, you are right.  Food fixed.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 05, 2018, 08:32:11 pm
I had to feed the Cobras every turn to keep them from becoming wild! You made those for yourself so that you would get FP from snakes. Also, you got plenty of FP from the snake ranch so I don't understand your complaint.
I actually made the snakes with the intent of giving you hunting and war beasts, much as the Dipnoi used theirs. The snake ranch thing is a good point, okay, but...

Quote
I understand the seagull thing, but the Orassans have been completely obliterated before you did the one eye screaming thing, so that clearly isn't why you made that!
I put it there as a kind of bizarre monument. All I can say is that it seemed like a sensible idea at the time, when half of my brain was not working right. :P
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 05, 2018, 09:27:47 pm
Next time you want to troll Oboe Trumper, I recommend making an Orca. Oboe Trumper hates Orcas.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on July 05, 2018, 10:58:23 pm
Ya'll are taking this a bit far. Yes, ocra misbehaved, and he does make it REALLY easy to mess with him. but you still should cut it out. He clearly won't take the teasing well, even if you make it in good spirit and anyone else would be just fine.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on July 05, 2018, 11:17:06 pm
Ya'll are taking this a bit far. Yes, ocra misbehaved, and he does make it REALLY easy to mess with him. but you still should cut it out. He clearly won't take the teasing well, even if you make it in good spirit and anyone else would be just fine.
+1.

(wait, are you being sarcastic? Because you misspelled 0cra.)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on July 05, 2018, 11:20:57 pm
Hidden monastery

1 cobra d.BMA with Fey-Hair Ribbon & 1 worker forage food on K10
1 BMA & 1 woodpecker d.MA forage food on I8
Neheb & 1 seagull d.MMA finish research Meditation (tech that would allow martial artists to contribute more research to martial arts related projects)
1seagull d.JMA, 1 worker & 1 cobra d.BMA build a wooden house
1 worker recuperates
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on July 06, 2018, 12:04:01 am
Ya'll are taking this a bit far. Yes, ocra misbehaved, and he does make it REALLY easy to mess with him. but you still should cut it out. He clearly won't take the teasing well, even if you make it in good spirit and anyone else would be just fine.
+1.

(wait, are you being sarcastic? Because you misspelled 0cra.)
((I just didn't use the 0 because it's annoying to type out.))
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 06, 2018, 07:37:17 am
Someone ask Nagas why he's giving an order to a location bound. We haven't even gone in J-2.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on July 06, 2018, 07:47:29 am
Next time you want to troll Oboe Trumper, I recommend making an Orca. Oboe Trumper hates Orcas.

For crying out loud. Stop. Misspelling. My. Damn. USERNAME!!!
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 06, 2018, 07:49:02 am
0cra_tr0per

Just Copy-Paste it Dattabayo!~
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 06, 2018, 09:07:57 am
What was that about yolo_copter? I didn't catch it.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on July 06, 2018, 09:19:38 am
0cra_tr0per

Just Copy-Paste it Dattabayo!~

Finally someone got it right.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 06, 2018, 07:43:49 pm
Turn 36 - The Stone Age
(https://i.imgur.com/Ag32XtM.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Game Events:
The Keerim faction of the Zebras worship Keerim.  The Bird god gets 2 FP!
The Blarg faction of the Zebras worship Blarg!  The Swamp god gets 2 FP!  Then the Blarg Zebras repair the Palisade with Moat.
The Pixies at F11 create a magically grown shrine to Mabel!  The Shrine to Mabel generates 1 FP for Mabel.
The twisted creeping vines at A4, B3, and B4 convert those tiles to Eldritch Nightmarescapes!
Twisted creeping vines expand into C2 and C3!  Those tiles become Eldritch Nightmarescapes!!
The Marine Duck at F7 moves to G8.

Godly actions of note:
Nagas holds a puppet show for the Keerim faction Zebras that demonstrates snakey superiority.  The Zebras are amused but unconvinced.  Then Nagas attempts to convince the Elder Lindorm to eat some Cait Sith, but the Elder Lindorm claims to be a vegetarian and is uninterested.
Blarg spends 5 FP creating the artifact Peaked Cap at G7.
Disci makes the ocean at E7 into a Coastline of Plentyful Fish for 5 FP.
Farsky adds 1 point of protection to tile H5 for 2 FP.
For 5 FP, Mabel teaches the Pixies how to transform living beings.
Amastay spends 5 FP to give the Wyverns increased intelligence.

Civilization actions:

Cait Sith
Aeroith attempts to use the Arcanum Botanica to create an Orchard at K-2, but the concept of orchards and domesticated plants is too advanced a concept for the Cait Sith.  (The Arcanum Botanica can't be used to bypass research as that would be overpowered.  The grown houses are an exception to that.  Basically, the concept of orchards has not even occurred to the Cait Sith, while they do already have knowledge of housing.)  Instead, Aeroith continues research on the Book-making Harvest spell.
1 Worker forages at K-1. Basket is used, and the worker gets 4 food.
2 Workers pick up their spears and fish at K-1 and get 6 food.
1 worker is created for 3 food.  Mabel gets 2 FP.
1 Philosopher argues.
3 D-H EM Apprentices, 1 D-H EM Apprentices and 1 Disciplined D-H EM Writer Apprentice Research Fishing.  1 apprentice listens to the philosopher and makes a breakthrough!  The tech is complete!

Delta Dwellers
1 worker creates 1 crude tool.
1 worker prays to Disci.
1 worker forages for food at E8 and gets 2 food.
2 workers research tree cutting.
2 workers research fishing.
Tallamon the Hero Trainer trains one worker to be disciplined.  Disci gets 1 FP.  Tallamon offers some advice.  Says he:  "Foraging, hunting, and fishing are all different actions.  Perhaps you'll have more success with that whistle while performing a different action than foraging."

Dipnoi Republic
3 Workers ranch at I6 and get 9 food.
2 Snake Tamers and 1 Python-Style Master forage for Food at H6 with 2 Tame Giant Anacondas and get 7 food.  1 Tame Giant Anaconda feasts on snake eggs and doesn't need to be fed this turn!  Nagas gets 2 FP!
1 Mud Specialist and 2 Workers make 15 Mud Bricks at the Mud Kiln I6 using 3 Wood.
1 Pygmy Charmer and 6 Workers research Mathematics.
2 Food is fed to the Anacondas.

Aglejo
6 workers manufacture 6 crude tools.
1 worker researches Engineer's Mindset.
1 expert farmer and 2 workers farm at B6 and get 9 food.

The People
Ymar with !*Rehield*! and the Armor of Purity and 1 trapper with a crude spear Hunt at G3 and get 8 food.
The grandmaster farmer harvests at H4 with a crude tool and gets 6 food.
5 workers and the half-secretary bird Use 6 wood to build 3 boats.
2 workers forage for wood at G3 with 2 crude tools and get 7 wood.  1 worker is ambushed by monkeys and is injured!

The Jotun Oligarchy
1 Grand Priest of Amastay using the artifact "Flaming Sword of Purity" and the artifact "The Lens of Amastay" Prays to Amastay at the Giant Temple of Amastay at E3 and generates 4 FP for Amastay.  The Grand Priest now has (lensbuff 3).
1 Greenthumb worker using 1 crude tool and the artifact "Giant Flint Sickle of Harvesting" and 5 workers (BB1) using 5 slings and 5 crude tools Harvest at the Orchard at E4 and get 32 food.
1 Bountiful Gatherer (BB1) using a crude tool and the Artifact "Bountiful Basket" and 2 workers using 2 crude tools and 1 artifact "Light Lamp" Forage for Bloodberries at C3.
As the party arrives at tile C3, the tile is invaded by twisted creeping vines!  The vines relentlessly assault the party.  At first, the Light Lamp keeps the vines at bay, but the vines persist.  Then, it seems that the vines change their tactics!  They form into dense, man-shaped vine-beings and pound at the light barrier!  Though many vine-men wither and die, the assault slowly drives back the light perimeter!  Eventually, a vine manages to hook around the ankle of a worker!  The worker is dragged from the light into the dark mass of twisted vines and twisted vine men!  The survivors are forced to flee!  As they flee, they hear the wails of anguish from the captured giant as he is corrupted by the vines!!
3 workers (BB1) using 3 slings and 3 crude tools Forage for Stone at E3 and get 10 stone.
5 workers and 2 workers (BB1) and 1 worker (BB1, LB1) Begin research on the wheel. and the tech is completed!
1 food is fed to the Tame Cobras.
1 Grand Priest of Amastay generates 3 FP for Amastay just for existing.
Sanitation decreases by 6 to 87.  Unrest increases by 8,  but prayer at the temple reduces unrest by 3.

Hidden Monastery
1 cobra d.BMA with Fey-Hair Ribbon & 1 worker forage food on K10 and get 4 food.  Mabel gets 1 FP.
1 BMA & 1 woodpecker d.MA forage food on I8 and get 2 food.
Neheb & 1 seagull d.MMA finish research Meditation and the tech is complete!  Disci gets 3 FP!  The Birds of Paradise inspire!  Keerim gets 1 FP.
1 seagull d.JMA, 1 worker & 1 cobra d.BMA build a wooden house.
1 worker recuperates.

The Xekarni disperse.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 06, 2018, 07:44:08 pm
Turn 36 continued

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on July 06, 2018, 07:49:13 pm
Mabel
I thank the pixies for making the shrine, but have no action for this turn.
((Since I made this post, the turn was updated with a higher FP total for Mabel, so I can act after all.))
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 06, 2018, 08:03:46 pm
Nagas decides it is a time for reconciliation, and puts his dragon-based aspirations on a temporary hold to start two Divine Projects: Serpent's Staff at D4 and I6. The staves mark their respective wielders as a follower of Nagas, who can thus command the loyalty and protection of any of His creations, even the most eldritch ones. He puts 1FP into the staff at I6 and 4 into the staff at D4 for now, since the Jötnar need it more. He also subtly hints to the Jötnar that they could use that artifact of theirs to help get their staff done faster, since nothing says it only applies to the god that made it.

"Personally, I find it more fun to find out what the cost of a project will be after I've already started it, don't you?"


Never mind all of that, since the Jötnar don't seem to want my help and called on Amastay instead. Just put those five FP into finishing Apzu.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 06, 2018, 08:08:18 pm
I will point out that apparently the corruption thing can corrupt a tile, move, corrupt a second tile AND attack all in a single turn. That seems like a GM error to me because of how ridiculous that is.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 06, 2018, 08:10:07 pm
I will point out that apparently the corruption thing can corrupt a tile, move, corrupt a second tile AND attack all in a single turn. That seems like a GM error to me because of how ridiculous that is.
The corruption thing spreads itself, so there are multiple sources of corruption now.
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on July 06, 2018, 08:11:48 pm
We should build a titan to oppose it. a titan of steel and stone. wait no. I have a far better idea...
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 06, 2018, 08:35:46 pm
REMINDER TO SELF: Check and update action instruction document

Jotun Oligarchy

The Jotun Oligarchy comes up with a solution to the travel problem, but finds that they would need to construct an additional ranch, research at least one new tech and spend several turns collecting material and constructing tools just to make it work. They find themselves needing to focus on basic living instead.

The Giants realize that the One Eye Screaming only cost 30 FP. The Jotun Oligarchy request that Amastay make a similar, but more powerful entity capable of spreading across tiles which is not hostile to the Jotun Oligarchy in order to fight off the abomination. The giants would not be able to reach it before it spreads three times as far, and this seems to be the only way to stop it. It really is that overpowered for only 30FP. Only a non-evil copy of this entity that costs even more acts can possibly beat it! The Jotun Oligarchy is willing to repay any FP that Amastay puts into such a project twofold through prayer no matter how long it takes them to do so.

Unfortunately, the Jotun Oligarchy is barely even able to get by right now due to the new game mechanics that were imposed on them at the worst possible time, and the need to remove the corruption from their territory. Very little prayer can be generated this turn.

Spoiler: Doublecheck (click to show/hide)
Spoiler: Action Post (click to show/hide)
Spoiler: Possible FP Triggers (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on July 06, 2018, 08:43:58 pm
The People
Action 1:
5 workers and the half-secretary bird
Use 6 wood to upgrade 2 primitive houses at H4 into wooden houses.
Action 2:
Ymar researches Escorting
Action 3:
The grandmaster farmer and the trapper
Research Orchards

EDIT: Oh, and two new workers are created for 6 food
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 06, 2018, 08:45:22 pm
Hey, Amastay, if you don't kill the eldritch monster, I'll teach it to build things! Free of charge!
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on July 06, 2018, 09:01:18 pm
Farsky weeps
The lands are corrupt, and his people, they may no longer worship him, yet they are still his responsibility are threatened. as such he prepares a project at d4, the moonblood flower. A massive stone flower upon a pedastol in the middle of a small grove. It blooms once in a while, when a beam of purest moonlight shines down from the heavens. when it blooms it opens up to reveal a glowing crystal, the moonblood crystal imbued with a light that purifies all it touches. when it blooms, so do dozens of smaller flowers, each with one of several vibrant hues and holding a small glowing pod (think the heart shaped herb from black panther) this pod has magic within it, just waiting to be unleashed. Of course they can also be planted, to enable the growth of these pods in other times. Finally the petals of the smaller flowers have medicinal properties, though what they are varies between the colors of flower. I invest 1 fp, then call on other gods for assistance.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 06, 2018, 09:02:23 pm
I will point out that apparently the corruption thing can corrupt a tile, move, corrupt a second tile AND attack all in a single turn. That seems like a GM error to me because of how ridiculous that is.
Though Amastay had changed all the Eldritch Landscapes the turn before, the twisted vines and the One Eye Screaming were still there.  The changing of the tiles delayed their expansion for a turn.  They were left unmolested, so they converted the tiles they were in and then expanded.  I generously decided that I would refrain from having each vine expand once, since that kind of exponential expansion would quickly engulf the map.

30 FP is a lot.  For 20 FP, a god could make an extremely powerful creature like an elder dragon or a named demon.  Gods have immense power in this game.  For a mere 5 FP, a god could create an active volcano on someone's settled tile that would wreak quite a lot of havoc.
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on July 06, 2018, 09:58:35 pm
"The time has come zebras, your new home awaits in the south, you will be safe there"
Keerim creates Mount Thrushmore at G9, it;s like Mount Rushmore, but with birds (https://www.google.com/search?q=thrush+bird&safe=active&client=firefox-b-1-ab&source=lnms&tbm=isch&sa=X&ved=0ahUKEwiltPSP-YvcAhXJy4MKHU5NDlgQ_AUICigB&biw=1536&bih=750&dpr=1.25) instead of presidents. The tile provides protection against bad weather and repels anyone who intends to harm residents of the area. Also add 2 points of protection to the tile.

"Let's see, anything else? Oh, right. Aglejo! The seagulls to the north of you seem to be leaving you alone, I think that means that they like you, so I like you. If you need anything, talk to my secretary, she'll make sure I know."
Then make a duck at B6, on the islands.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on July 07, 2018, 04:07:20 am
I will point out that apparently the corruption thing can corrupt a tile, move, corrupt a second tile AND attack all in a single turn. That seems like a GM error to me because of how ridiculous that is.
Though Amastay had changed all the Eldritch Landscapes the turn before, the twisted vines and the One Eye Screaming were still there.  The changing of the tiles delayed their expansion for a turn.  They were left unmolested, so they converted the tiles they were in and then expanded.  I generously decided that I would refrain from having each vine expand once, since that kind of exponential expansion would quickly engulf the map.

30 FP is a lot.  For 20 FP, a god could make an extremely powerful creature like an elder dragon or a named demon.  Gods have immense power in this game.  For a mere 5 FP, a god could create an active volcano on someone's settled tile that would wreak quite a lot of havoc.

I mean, vines, no matter how evil they may be, are a part of the ecosystem. Destroying a tile and replacing it with another would destroy the present ecosystem and replace it with another. I assumed that all the vines would be obliterated and I would just have the Eye thing left to deal with since it was the only independent entity present.

Anyways, Amastay spends 50fp to create "The Avatar of Amastay". It is a large winged humanoid figure in a hooded cloak, wreathed in flames and carrying a sword of shining blue metal. It acts as a direct manifestation of Amastay, allowing him to interact directly with the mortal realm. He places it at B5. Then, acting as the Avatar, he moves to B4, burning all corruption in his path with fire and light.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on July 07, 2018, 04:31:21 am
"We are working on this"
 Delta dwellers
1 Worker create one crude tool
2 workers reaserch fishing
1 worker reaserch tree cutting
3 workers fish at E7 with the fish whistle
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on July 07, 2018, 04:48:35 am
Tellus descends on B6  and sees the Aglejo, remarkable people with an inventive mind but stuck on their floating islands, with little access to resources. So much potential, but they need some help unlocking it.

Tellus therefore creates a new artifact. He takes the finest granite from the depths of Earth and shapes it in a polished bowl, engraved with pictures of tools and people performing amazing tasks with them (no mechanical effect intended). It is shaped in such a way to facilitate pouring liquid. Then he erects a 1 meter high pillar in the Aglejo settlement and places the bowl on top of it, at which point it starts to fill with a molten, dense, hot liquid, in quantity large enough to make a tool.

"Behold, Aglejo: this is copper. It is a metal, born in the depths of Earth. When removed from the bowl it will cool down turning into something more resilient, sharp, durable than you could imagine. Find a way to use it and you will begin the path of unlocking your potential. This so I promise, that this crucible will serve you well.
Don't be afraid of using it: the metal inside will slowly refill and never run out."

Tellus creates the Promised Crucible in B6, an artifact bowl which produces 1 unit of molten copper per turn.


Keerim, The Aglejo have attracted my attention as well. Depending on what they ask, perhaps I could help you in granting them aid. They probably will need food, but I can hardly grant that. If they ask for a way to explore beyond the islands, however, they will need a flying steed of great size, more than bone can sustain. We could, therefore, make a creature of meat and metal, a stymphalian bird, big enough to carry an Aglejo. I could pool whatever strength I have toward that goal.


Title: Re: Gridhood: Aspects of the Divine!
Post by: Screech9791 on July 07, 2018, 05:37:23 am
Hey, why isn't my god, Gilbert, existing?

In Gridhood Bay12 edition, the GM let me play a god after I got my ass handed to me as a civilization.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on July 07, 2018, 05:46:18 am
Probably because of how you acted when you left the game in the first place.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on July 07, 2018, 06:43:06 am
Dipnoi Republic

While we would rather perfect our building techniques a little more before raising a Ziggurath to Nagas, we believe that we waited enough.

[3] 3 Workers ranch at I6
[3] 2 Snake Tamers and 1 Pygmy Charmer forage for Food at H7 with 2 Tame Giant Anacondas.
[2] 1 Worker and 1 Python-style Master forage for Food at I7
[6] 1 Mud Specialist and 5 Workers begin construction of a Ziggurath to Nagas [12 Labor, 12 Mud Bricks, 6 Wood] using Mud instead of Wood
[2] 2 Workers research Mathematics
4 Food is fed to the Anacondas.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 07, 2018, 06:45:42 am
I will point out that apparently the corruption thing can corrupt a tile, move, corrupt a second tile AND attack all in a single turn. That seems like a GM error to me because of how ridiculous that is.
Though Amastay had changed all the Eldritch Landscapes the turn before, the twisted vines and the One Eye Screaming were still there.  The changing of the tiles delayed their expansion for a turn.  They were left unmolested, so they converted the tiles they were in and then expanded.  I generously decided that I would refrain from having each vine expand once, since that kind of exponential expansion would quickly engulf the map.

30 FP is a lot.  For 20 FP, a god could make an extremely powerful creature like an elder dragon or a named demon.  Gods have immense power in this game.  For a mere 5 FP, a god could create an active volcano on someone's settled tile that would wreak quite a lot of havoc.

I mean, vines, no matter how evil they may be, are a part of the ecosystem. Destroying a tile and replacing it with another would destroy the present ecosystem and replace it with another. I assumed that all the vines would be obliterated and I would just have the Eye thing left to deal with since it was the only independent entity present.

Anyways, Amastay spends 50fp to create "The Avatar of Amastay". It is a large winged humanoid figure in a hooded cloak, wreathed in flames and carrying a sword of shining blue metal. It acts as a direct manifestation of Amastay, allowing him to interact directly with the mortal realm. He places it at B5. Then, acting as the Avatar, he moves to B4, burning all corruption in his path with fire and light.
The vines were independent creatures and not part of the tile.  As I told Supernerd a while ago when he asked the difference between tiles that have creatures as a part of their description, and tiles with independently made creatures in them:  The difference is when the tile is changed, creatures that are part of the tile go away, but independent creatures might remain.  It depends on what you change the tile into.  If you had changed the tiles to plains of fire instead of normal forests, maybe the vines would have burned away.

The Avatar of Amastay is interesting.  You say it's a direct manifestation of Amastay.  I'm wondering what you expect that to mean in game terms.

---

Also, Delta Dwellers:
Did you know that you don't have to research fishing in order to fish?
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 07, 2018, 07:11:30 am
Note, should have 4 Ex-Mag-DH workers, not 3 out of 10. Also, you'd think the first normal birth would peak some of the gods interest. It's been a while after all.

We also just finished our Fishing research in one turn, which should be helpful. Expansion time.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on July 07, 2018, 07:18:53 am
Are you sure, I thought I need spears
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on July 07, 2018, 07:20:55 am
"The Avatar of Amastay".
It acts as a direct manifestation of Amastay, allowing him to interact directly with the mortal realm.
"Why do you need a fancy thing like that to mess with the mortals, I've been living with the Zebras for awhile now and haven't needed anything like that."

Blarg helps the Zebras rebuild the houses that were destroyed, then he wonders around G7 with the Zebras.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Prismatic on July 07, 2018, 07:21:56 am
Aglejo

Life on the floating island is calm and idyllic, and the Aglejo are content to spend their days planting crops and tending to the fields. The harvests remain plentiful, and this simple lifestyle leaves much time to spare for deep thought and scientific exploration. Once in a while, a brave soul ventures to the far edges of the island to gaze at the mysterious world beneath, and questions about the inner workings of the universe start being asked. Despite this, it is decided that thanking the gods for their benevolence should take precedence over formal research at this time.

[Next turn will be devoted to worshipping Keerim. I'll think up a response to the offer for divine aid in the meantime.]

1 expert farmers and 2 workers farm at B6 using 3 crude tools.
7 5 workers pray to Tellus.
2 workers research Engineer's Mindset.


Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 07, 2018, 07:25:57 am
Note, should have 4 Ex-Mag-DH workers, not 3 out of 10. Also, you'd think the first normal birth would peak some of the gods interest. It's been a while after all.

We also just finished our Fishing research in one turn, which should be helpful. Expansion time.
Somehow your worker creation escaped my notice.  I will add a worker and add FP to Mabel.

Are you sure, I thought I need spears
You need a spear or some kind of fishing tool.  The whistle counts as a fishing tool, allowing one worker to fish.  The worker could fish right in the river at your home tile, no boat needed.
edit:  Actually, the fishy coastline at E7 is a better choice for fishing.  I see that you have 3 workers fishing there, though, and just one fishing tool.  2 of those workers will not be able to fish.
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on July 07, 2018, 07:39:13 am
Aglejo, I am overwhelmed by your prayers. However, you shouldn't forget to finish refining your mindset. A proper engineering mindset will be essential to exploit the gifts I provide, more than a couple extra prayers now.
(as in, feel free to send a couple workers to complete engineering mindset, 5 prayers are already more than enough to act next turn)
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 07, 2018, 07:51:22 am
Cait Sith

1 Worker forages at K-2. Basket is used.
3 Workers pick up their spears and fish at J-1.

1 worker is created for 3 food.


1 Philosopher argues.

3 D-H EM Apprentices Research Farms.

1 Disciplined D-H EM Writer Apprentice and 1 Disciplined D-H EM Apprentice researches Book-making Harvest.


Aeroith uses the Arcanum Botanica to repeat her feat of growing houses.{Same action as last time this was done.]
[At K-1, Simple Treehouse Number Two}


Yeah, it would. How many turns since the last new worker joined us? I have enough regents to bring my worker count total to 16.

Also, does Stone or Wood count as a crude tool if I use my Arcanum to make it? I mean, it's 1 or two a turn, but the basics are there in crude tools. I will need sickles.

We actually have those mineral plants/trees at Glitterleaf Grove to work with, so it should work to make a Glitterwood Sickle.


Well, at least I should be able to copy Arcanum spells soon.

Spoiler: Worker Count/Type (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on July 07, 2018, 09:04:12 am
I'm mostly just expecting it to mean I can control it directly.
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on July 07, 2018, 11:58:53 am
Keerim, The Aglejo have attracted my attention as well. Depending on what they ask, perhaps I could help you in granting them aid. They probably will need food, but I can hardly grant that. If they ask for a way to explore beyond the islands, however, they will need a flying steed of great size, more than bone can sustain. We could, therefore, make a creature of meat and metal, a stymphalian bird, big enough to carry an Aglejo. I could pool whatever strength I have toward that goal.
"Ah, I was thinking of allowing them to fly by granting them knowledge of how to use the floating stone of the islands for this purpose, as that method would be more suited for their talents."
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 07, 2018, 12:09:13 pm
When I saw a floating Island, I thought Albion. When people settled there, it became more clear.

And then there's this~ Windstones (http://zeronotsukaima.wikia.com/wiki/Windstone)

Magical Mineral, Check.

Airships and Golem Creation/Construction, Check.

Magic, Double Check.

Wind Magic, Check and Check.


Ah, if only Izzith were still around, an Arcanum Ae-aerora would be perfect. Spells to manipulate Lightning and Air for weather, rain, wind, snow, and magnetism.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 07, 2018, 12:31:55 pm
Hey, why isn't my god, Gilbert, existing?

In Gridhood Bay12 edition, the GM let me play a god after I got my ass handed to me as a civilization.

This game is different from Gridhood Bay12 edition. You were genuinely being crushed in my game by multiple god players without provocation, and the god players showed no sign of stopping, and if you continued to play you would have only barely been able to survive with 100% foraging.

But in this game, you threw a temper tantrum after one bad turn, and quit despite still being pretty well off. Also, you then proceeded to swear at the GM, just to make absolutely sure that the metaphorical bridge was as burned as it possibly could be.

Honestly, I can't even imagine what could possibly be going on in your head that would make you think that the GM would let you play again.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 07, 2018, 10:50:53 pm
Turn 37 - The Stone Age
(https://i.imgur.com/JySzBsP.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Game Events:
The Keerim faction of the Zebras worship Keerim.  The Bird god gets 3 FP!
The Blarg faction of the Zebras worship Blarg!  The Swamp god gets 2 FP!  Then the Blarg Zebras build 3 houses.
The Shrine to Mabel generates 1 FP for Mabel.
The Wyverns at J4 build a Shrine to Amastay there!  Amastay gets 1 FP!  The Shrine to Amastay generates 1 FP for Amastay.
Twisted creeping vines expand into B2 and A3!  Those tiles become Eldritch Nightmarescapes!!

Godly actions of note:
Nagas puts 5 FP into the divine project "Apzu the River Dragon", completing the project!
Keerim creates Mount Thrushmore at G9 for 10 FP!  Then Keerim spends 2 FP to put 1 point of protection on tile G9.  Then Keerim spends 1 FP to create a Duck at B6.
Amastay spends 50 FP to create the Avatar of Amastay at B5!  Then Amastay has his avatar move to B4, which then burns away all corruption, creating a purified wasteland there!
Tellus creates the Promised Crucible at B6 for 5 FP!
Farsky creates the divine project "Moonblood Flower" and puts 1 FP into it.  (I'm having a little trouble comprehending what exactly it does.  Purifies and also makes things you can plant?)

Civilization actions:

The Jotun Oligarchy
1 Grand Priest of Amastay using the artifact "The Lens of Amastay" and 2 workers (BB1) Pray to Amastay at the Giant Temple of Amastay at E3 and generate 12 FP for Amastay.  The Grand Priest gets (lensbuff 4).
1 Greenthumb worker using 1 crude tool and the artifact "Giant Flint Sickle of Harvesting" and 5 workers using 5 crude tools Harvest at the Orchard at E4 and get 30 food.
1 Bountiful Gatherer (BB1) using a crude tool and the Artifact "Bountiful Basket" and 1 workers using 1 crude tools and 1 worker (BB1) using 1 crude tool Ranch at the ranch at E4 and get 18 food.
1 worker (BB1, LB1) using a sling and the artifact "Flaming Sword of Purity" and 4 workers (BB1) using 4 slings and 2 artifact "Light Lamp" Ward off the not blatantly overpowered corruption at C3.  All twisted vines that don't burn or wither retreat to B3.  The tile is still an Eldritch Nightmarescape.  The corrupted Jotun worker was violently insane and had to be killed.
3 workers (BB1) Begin research on Sanitation.
1 Food is fed to the Tame Cobras.
4 food is used to make a new worker.  Farsky gets 2 FP.  Mabel gets 2 FP.
Amastay gets 3 FP for the Grand Priest of Amastay.
Sanitation decreases by 4 to 83.  Unrest reduced to 0 through prayer.

The PeopleThe People
5 workers and the half-secretary bird Use 6 wood to upgrade 2 primitive houses at H4 into wooden houses.
Ymar researches Escorting.
The grandmaster farmer and the trapper Research Orchards.
2 new workers are created for 6 food.

Delta Dwellers
1 Worker create one crude tool.
2 workers research fishing.
1 worker researches tree cutting.
3 workers attempt to fish at E7 with the fish whistle.  Only 1 worker -- the one with the whistle -- successfully fishes as he's the only one with a fishing tool.  That worker gets 5 food.  The other 2 workers forage for food at E7 instead and get 5 food.
Tallamon the Hero Trainer trains one worker to be disciplined.  Disci gets 1 FP.  Tallamon offers some advice.  Says he:  "Each worker requires its own spear or fishing tool in order to fish.  Researching 'fishing' will only give your tribe a bonus to fishing and won't give you spears.  If you want spears to fish with, I suggest researching 'Crude Spears'."

Dipnoi Republic
3 Workers ranch at I6 and get 8 food.
2 Snake Tamers and 1 Pygmy Charmer forage for Food at H7 with 2 Tame Giant Anacondas and get 9 food.  Blarg gets 1 FP.  Nagas gets 1 FP.
1 Worker and 1 Python-style Master forage for Food at I7 and get 4 food.
1 Mud Specialist and 5 Workers begin construction of a Ziggurath to Nagas [12 Labor, 12 Mud Bricks, 6 Wood] using Mud instead of Wood. (don't forget to specify tile... assumed to be I6.)
2 Workers research Mathematics and the tech is complete!
4 Food is fed to the Anacondas.

Aglejo
1 expert farmers and 2 workers farm at B6 using 3 crude tools and get 12 food.
5 workers pray to Tellus.
2 workers research Engineer's Mindset and the tech is complete!

Cait Sith
1 Worker forages at K-2. Basket is used and gets 6 food.
3 Workers pick up their spears and fish at J-1 and get 8 food.
1 Philosopher argues.
3 D-H EM Apprentices Research Farms.
1 Disciplined D-H EM Writer Apprentice and 1 Disciplined D-H EM Apprentice researches Book-making Harvest and the spell research is complete.
Aeroith uses the Arcanum Botanica to repeat her feat of growing houses.
1 worker is created for 3 food.  Mabel gets 2 FP.

Hidden Monastery stagnates

Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 07, 2018, 10:53:06 pm
Turn 37 continued

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on July 07, 2018, 11:36:46 pm
Whoops. Forgot to post. Is it possible to retro-post?

Hidden Monastery

1 cobra d.BMA with Fey-Hair Ribbon, 1 cobra d.BMA & 1 worker forage food on K10
1 BMA, 1 worker & 1 woodpecker d.MA forage food on I8
Neheb with Staff of Discipline trains 1 worker at Martial Arts School on I9
1seagull d.JMA & 1 seagull d.MMA Meditate
2 workers created with 6 food
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on July 07, 2018, 11:50:10 pm
Thank you Tallamon, we will do that
 Delta dwellers
4 workers reaserch crude spears.
1 worker with fish whistle fish at E7
2 workers forage food with 2 crude tools at E8
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on July 08, 2018, 12:37:12 am
Mabel
Make a field of Nightglow Flowers at D3. These pale flowers have a natural resistance to the Eldritch and each individually emits a faint glow with similar, though lesser, properties to a light lamp. If their petals are collected, powdered, and mixed with reagent then it will form a powder that purges the eldritch. If their petals are collected, powdered, and mixed with water, then it will form a medicine that will have similar, but faster acting, effects to aid the mentally troubled as prolonged exposure to a light lamp would. If kept alive, then each can serve as a very tiny light lamp, and so a large collection or field of them would have the same, though less mobile, effects as the artifacts themselves.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 08, 2018, 03:28:17 am
Nagas waits.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on July 08, 2018, 05:24:46 am
The avatar of Amastay moves onto B3, and destroys the one eye screaming there, as well as the corruption in the tile.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 08, 2018, 07:40:07 am
Cait Sith

1 Worker Forages at J-2. Basket is used.
1 Worker Hunts at J-2 with a crude spear.
3 Workers pick up their spears and fish at K-1.

1 Philosopher argues, with discipline!
2 D-H EM Apprentices, 1 Disciplined D-H EM Apprentice, and 1 Disciplined D-H EM Writer Apprentice Research Farms.

1 D-H EM Apprentice Forages for Spell Regents at K-2.

Aeroith uses the Arcanum Botanica to repeat her feat of growing houses.

1 worker is created for 3 food.

GM, I can hunt at J-2 right?

Also, Gods, we can be zapped.. Again. We may need a master farmer, even if said farm will get built in one turn.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on July 08, 2018, 07:44:25 am
I would like to be zapped with expert fisherman
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 08, 2018, 07:58:03 am
We need some experts f we're going to survive. Our food stores are barely neutral at 3 food. -+

Master Fishermen, Master Farmers, Master Foragers. Our workers definitely need specialization. A Master Farmer would be best, though a Master Forager would be of use right now, rather than two turns later.

Whatever happened to Holo~
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on July 08, 2018, 08:38:35 am
"Hay Zebras you guys should start making some weapons, as I have some inside information that says some bad shit is going to go down soon."
He then leaves the Zebras and goes to K1 where he hides in a bush for a while and waits for the Philosopher to have his back turned, and when the Philosopher finally turns away he throws a book at him whilst yelling the word ZAP and then runs away.

Blarg spends some FP to create an artifact book called Farming for Self-Sufficiency with a caption under it that says Independence on a 5-Acre Farm, its old and beat up the cover is yellow and has a picture of all kinds of produce and a window, any one who reads this book will become an expert farmer and it also somewhat helps with farm related researcher, then he throws it onto K1.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 08, 2018, 08:40:58 am
REMINDER TO SELF: Check and update action instruction document

Jotun Oligarchy

The Jotun Oligarchy decides to stop deliberately avoiding actions that would grant Nagas FP. They will resume this behavior the very instant that Nagas makes anything worse for them again in the future.

The Jotun Oligarchy will now permit Amastay to instruct them to provide a larger than normal amount of prayer in a turn where Amastay feels that he needs more FP. The Giants will most likely oblige provided that essential survival needs do not need to take precedence.

Although Amastay is the primary god of the the Jotun Oligarchy, they are not currently attempting to suppress other gods and will tolerate projects in their land intended to bolster other god's strength provided that it is not detrimental to the Giants.

Spoiler: Doublecheck (click to show/hide)
Spoiler: Action Post (click to show/hide)
Spoiler: Possible FP Triggers (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Prismatic on July 08, 2018, 08:50:29 am
"Ah, I was thinking of allowing them to fly by granting them knowledge of how to use the floating stone of the islands for this purpose, as that method would be more suited for their talents."

[This is actually what I had in mind as a long-term goal; aircraft using floating stone to generate lift.]

Aglejo

The Aglejo people are awed by the manifestations of godly power that appear on the island. To the words of Tellus they listen attentively, and research into a means of exploiting the Crucible begins almost immediately after. Meanwhile, the perpetually glowing liquid within it is found to be useful for birthing fire, and much time is saved that would have otherwise been spent kindling.

A majestic avian creature, no doubt sculpted from the aether in the image of Keerim himself, quickly finds itself to be a centre of attention after waddling into the settlement one evening. It is promptly bestowed the title "Secretary of Keerim", and workers begin to hold regular prayer meetings in its presence.


1 expert farmer and 2 workers farm at B6 using 3 crude tools.
2 workers research Metal Casting.
5 workers gather around the duck at B6 and pray to Keerim.

"Great Creator, King of the Skies, our request to you is a simple one. Our beloved island has only enough space for a single farm, and its fields cannot hope to sustain us should the population grow any larger. We therefore ask you to bless the earth with increased fertility, so that we may continue to thrive as a civilisation."
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on July 08, 2018, 09:02:11 am
Dipnoi Republic

[3] 3 Workers ranch at I6
[3] 2 Snake Tamers hunt at J7 with 2 Blowdarts and 2 Tame Giant Anacondas.
[2] 1 Worker, Pygmy Charmer and 1 Python-style Master forage for Food at I6.
[5] 1 Mud Specialist and 4 Workers finish construction of a Ziggurath to Nagas at I6 [12 Labor, 12 Mud Bricks, 6 Wood] using Mud instead of Wood. 1 labor added from Mathematics to the Ziggurath
[3] 3 Workers research Architecture
4 Food is fed to the Anacondas.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 08, 2018, 09:07:59 am
Quote
Note that, with the technologies available to you at game start, you can only perform actions in your starting tile, and in tiles adjacent to your starting tile.

GM, to reiterate my question, we can perform actions at J-2?
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on July 08, 2018, 09:34:28 am
If I gift FP to a god, can that FP be used in the same turn?

if so Tellus donates 1 FP to Keerim because good things seem to come in multiples of 5 FP
Use your power wisely to help them grow.

Now, on other matters: Tellus sees the Aglejo gathering around his gift and appreciating it. He sees them trying to
understand and use it, and he likes that. But it is something entirely new, with which they have no experience. They could use some help...

Near the crucible, an heavy book falls down from the sky, its cover made of iron and its pages of glitterleaf foil. On the front, the name: "A practical guide to metals and where to find them, for dummies". While it seems to have a limited number of pages, anyone opening it with the intent of learning more about any kind of metalworking, from smelting to smithing, will always find useful information, aiding the research.

Tellus Creates the artifact "The metal handbook" in B6, granting a bonus to research related to metals, how to get them and how to work them to whoever holds it,
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on July 08, 2018, 10:20:06 am
The People
Action 1:
6 workers use 6 wood to upgrade 2 primitive houses into wooden houses at H4
Action 2:
Ymar with !*Rehield*! and the Armor of Purity
The trapper with a crude spear
The half-secretary bird with a crude spear
Hunt at H4
Action 3:
The grandmaster farmer with a crude tool
2 workers with 2 crude tools
Harvest at H4

6 food is used to make 2 new workers
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 08, 2018, 10:40:06 am
Disci zaps a Delta Dweller to have heightened senses. Also he creates the artifact book "Seafaring, Fishing and Mermaids. A Guide of the Oceans" at E8.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 08, 2018, 11:01:15 am
GM, to reiterate my question, we can perform actions at J-2?

If your home tile is one of the following tiles, then you can perform actions at J2: I1, I2, I3, J1, J2, J3, K1, K2, K3
If your home tile is any other tile, you will need research before you can get that far.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 08, 2018, 11:08:14 am
I am at K-1, so I can act at J-1, K-1, and K-2. Just want to make sure I can act at J-2 as well.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 08, 2018, 11:10:47 am
Diagonals count. If you are still unconvinced, just look at how I did a diagonal action last turn.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 08, 2018, 11:15:38 am
Well, that's a good thing then. Need to alternate so I don't starve. Though if I do, the Philosopher's Pure Thought will be the first to go.

I really hope it triggers this turn.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on July 08, 2018, 02:46:28 pm
Well, that's a good thing then. Need to alternate so I don't starve. Though if I do, the Philosopher's Pure Thought will be the first to go.

I really hope it triggers this turn.
I'm making you a book on farming.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 08, 2018, 03:04:46 pm
Yep, and we thank you for that, Blarg.
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on July 08, 2018, 06:28:49 pm
Thanks Tellus, it's nice that we're cooperating to help the Aglejo, rather than competing for their favor.
Keerim gives the floating islands at B6 increased fertility.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 08, 2018, 11:59:28 pm
Turn 38 - The Stone Age
(https://i.imgur.com/mWI7oRC.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Game Events:
The Keerim faction of the Zebras worship Keerim.  The Bird god gets 1 FP!
The Blarg faction of the Zebras worship Blarg!  The Swamp god gets 3 FP!  Then the Blarg Zebras craft some weapons.
The Shrine to Mabel generates 1 FP for Mabel.
The Shrine to Amastay generates 1 FP for Amastay.

Godly actions of note:
Mabel creates the Field of Nightglow Flowers at D3 for 5 FP.
Amastay moves the Avatar of Amastay into B3.  Amastay's Avatar destroys the One Eye Screaming, which dies with an ear-rending shriek that is heard throughout the world!  Then the avatar purges B3 of corruption, leaving a purified wasteland!  All twisted creeping vines everywhere wither and die.
Blarg does not have enough FP to make his proposed artifact book.  (A book that makes everyone who reads it into an expert farmer would cost quite a lot more than 5 FP.  A one-use book that makes someone into a farmer I will allow for 5 FP.)
Tellus gives 1 FP to Keerim.  Tellus does not have enough FP to make his proposed artifact book.  (A permanent book granting a research bonus will cost more than 5 FP.  The Birds of Paradise, for example, give a 0.1 bonus per worker and cost 10 FP.  I will allow a one-use book that gives around 5 tech levels in a tech for 5 FP, though.)
Disci creates the artifact book Seafaring, Fishing and Mermaids. A Guide of the Oceans at E8 for 5 FP.  (A lot of books this turn.  Since it's only 5 FP, and you didn't really describe what it does, I'll assume that it gives around 5 total tech levels in techs related to its topic, then disappears after being read.)
Keerim spends 5 FP to make the floating islands at B6 more fertile.

Civilization actions:

Hidden Monastery
1 cobra d.BMA with Fey-Hair Ribbon, 1 cobra d.BMA & 1 worker forage for food on K10 and get 3 food.  Mabel gets 1 FP.
1 BMA, 1 worker & 1 woodpecker d.MA forage for food on I8 and get 6 food.
Neheb with Staff of Discipline trains 1 worker at Martial Arts School on I9.  The worker becomes a disciplined beginner cobra-style martial artist.  Disci gets 2 FP!
1 seagull d.JMA & 1 seagull d.MMA Meditate.  Disci gets 2 FP!
1 worker created for 3 food.  There was not enough food to create a second worker.

Delta Dwellers
4 workers research crude spears.
1 worker with fish whistle fish at E7 and gets 5 food.
2 workers forage food with 2 crude tools at E8 and get 5 food.
Tallamon the Hero Trainer trains one worker to be disciplined.  Disci gets 1 FP.  Tallamon offers some advice.  Says he:  "I hear there will soon be some kind of cataclysmic event!  You might want to beg the gods for some help!"
The Artifact Book "Seafaring, Fishing and Mermaids. A Guide of the Oceans" appears in your settled tile!  Research it with one worker to learn of its secrets!

Cait Sith
1 Worker Forages at J-2. Basket is used and gets 4 food.
1 Worker Hunts at J-2 with a crude spear and gets 2 food.
3 Workers pick up their spears and fish at K-1 and get 10 food.
1 Philosopher argues, with discipline!  No breakthroughs.
2 D-H EM Apprentices, 1 Disciplined D-H EM Apprentice, and 1 Disciplined D-H EM Writer Apprentice Research Farms.
1 D-H EM Apprentice Forages for Spell Regents at K-2 and gets 3 reagents.
Aeroith uses the Arcanum Botanica to repeat her feat of growing houses.
1 worker is created for 3 food.  Mabel gets 1 FP.

The Jotun Oligarchy
1 Grand Priest of Amastay using the artifact "Flaming Sword of Purity" and the artifact "The Lens of Amastay" and 2 workers (BB1) using 2 Slings Pray to Amastay at the Giant Temple of Amastay at E3, generating 12 FP for Amastay.  1 Grand Priest gets (lensbuff 5).
1 Greenthumb worker using 1 crude tool and the artifact "Giant Flint Sickle of Harvesting" and 2 workers using 5 crude tools Harvest at the Orchard at E4 and get 18 food.
3 workers (BB1) using 3 crude tools Butcher at the ranch at E4 and get 10 food.
1 Bountiful Gatherer (BB1) using a crude tool and the Artifact "Bountiful Basket" Ranches at the ranch at E4 and gets 6 food.  The snakes have been ranched too much in one turn, and have been depleted! 
2 workers (BB1) using 2 crude tool Forage stone at E3 and get 6 stone.
1 worker (BB1, LB1) using a crude tool and 1 worker using a crude tool and 3 workers (BB1) using 3 crude tools and 2 artifact "Light Lamp" Construct a Giant Stone House at D4.
4 workers Research Sanitation.
1 Food is fed to the Tame Cobras.
4 food is used to make a new worker.  Farsky gets 2 FP!  Mabel gets 1 FP.
Amastay gets 3 FP for the Grand Priest of Amastay.
Sanitation decreases by 7 to 76.  Unrest increases by 8 but is reduced by 3 through prayer.

Aglejo
1 expert farmer and 2 workers farm at B6 using 3 crude tools and get 12 food.
2 workers attempt to contemplate Metal Casting, but that concept is way too advanced.  1 worker decides to research Stone Gathering instead.  The other works on his tan at the beach.
5 workers gather around the duck at B6 and pray to Keerim.

Dipnoi Republic
3 Workers ranch at I6 and get 7 food.
2 Snake Tamers hunt at J7 with 2 Blowdarts and 2 Tame Giant Anacondas and get 5 food.  1 Giant Anaconda eats a crocodile and doesn't have to be fed this turn.  Nagas gets 2 FP!
1 Worker, Pygmy Charmer and 1 Python-style Master forage for Food at I6 and get 8 food.
1 Mud Specialist and 4 Workers finish construction of a Ziggurath to Nagas at I6 [12 Labor, 12 Mud Bricks, 6 Wood] using Mud instead of Wood. 1 labor added from Mathematics to the Ziggurath.  Amastay gets 3 FP!
3 Workers attempt to resume research of Architecture, but the tech is still stalled.  2 workers realize that they need knowledge of Geometry, and research that instead.  1 worker gets a mud facial.
2 Food is fed to the Anacondas.

The People
6 workers use 6 wood to upgrade 2 primitive houses into wooden houses at H4.
Ymar with !*Rehield*! and the Armor of Purity, The trapper with a crude spear, The half-secretary bird with a crude spear Hunt at H4 and get 7 food.
The grandmaster farmer with a crude tool, 2 workers with 2 crude tools Harvest at H4 and get 13 food.
6 food is used to make 2 new workers.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 08, 2018, 11:59:55 pm
Turn 38 continued

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 09, 2018, 12:12:11 am
Nagas tells Tiamat to wait patiently and opens Divine Project: The Hat at I6! The Hat is an artefact that doubles the amount of FP the wearer generates for Nagas. I don't know how long it will take to finish it, of course, but I'm starting it off with an investment of 5FP.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on July 09, 2018, 12:38:00 am
Dipnoi Republic

Praise Nagas! The Ziggurath of Serpents has been completed, as per the old promise our people made to the god who extended his hand toward us! Now we will finally be able to commune with the snaky deity!

[2] 2 Workers train to become Priests of Nagas at the [Mud Ziggurath to Nagas] at I6
[3] 3 Workers ranch at I6
[2] 2 Snake Tamers hunt at J6 with 2 Blowdarts and 2 Tame Giant Anacondas.
[3] 1 Worker, 1 Pygmy Charmer and 1 Python-style Master forage for Food at H7.
[3] 1 Mud Specialist and 2 Workers research Mud Thermae (Mud Baths in the likeness of Roman Thermae)
[3] 3 Workers forage for Wood at J7
4 Food is fed to the Anacondas.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 09, 2018, 12:55:26 am
I think that there is definitely an error this turn. Only three people butchered the snakes this turn, while the Animal Husbandry tech states that using more than 3 workers to butcher will deplete the herd. This turn three people butchered and one person ranched. (I wasn't intending to do that, but I'm not making that particular dispute because my post was clearly a mess and I didn't notice that two actions were in a single logistics slot in my post. My intended action was to have the bountiful gatherer collect stone.)

The turn also states that too many people ranched them this turn, but only one person ranched this turn and there have been no problems ranching with 3 people in previous turns.


Edit: Decided not to make a fuss about this one on the same turn that all my problems were solved.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on July 09, 2018, 02:22:57 am
 Delta dwellers
Prised be Disci for the displine and knowledge he gave us
1 worker fish at E7 with the fish whistle
2 workers forage at E8 with 2 crude tools
2 workers reaserch crude spears
1 worker read  "Seafaring, Fishing and Mermaids. A Guide of the Oceans" for knowledge of long sea voyage
1 worker pray to Disci
Create 1 new worker
Title: Re: Gridhood: Aspects of the Divine!
Post by: TankKit on July 09, 2018, 04:13:04 am
This is kinda cool. Thinking of joining as a god, I'm assuming there is space for me to join?
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on July 09, 2018, 07:49:40 am
"Okay that didn't work so I'm going to try some thing else."
Blarg spends some FP to add trees with lots of fruit to K2, and then he spends 5FP to create a Riot Shield it is a large black metal rectangle with a small rectangular window in it, it has the word swat panted in white on the front, it is resistant to small projectile and can withstand blunt and cutting attacks it appears on G7.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 09, 2018, 07:57:14 am
This is kinda cool. Thinking of joining as a god, I'm assuming there is space for me to join?
You might have trouble finding a niche, since there are more gods than civilisations already.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on July 09, 2018, 08:34:35 am
Mabel
Create a clan of Little People at D4, these tiny highly shy Fey delight in tending, cleaning, and maintaining people's homes in exchange for a small amount of food (befitting their tiny size), and allowing them to make their homes within the walls of the homes they adopt. If harassed or mistreated they tend to respond passive-aggressively, and if it continues then they will leave entirely and make their homes elsewhere. If treated well they can often help in a large number of support functions, like fixing tools, controlling pests, and managing household chores.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 09, 2018, 09:04:06 am
Take over Izzith's Spot~ He was a God of Magic and has 22 FP leftover.

There's also Holo of the Harvest.


Other than that, God of Fire, God of Kukuku, God of Water. There are still things you can pick.



On that note, I thought Farms were an 8 research tech, unless I'm researching farms in general, which makes sense.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 09, 2018, 09:09:48 am
Disci orders Tallamon to train the Deltadwellers.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 09, 2018, 09:28:20 am
Cait Sith

3 Worker Forages at K-2. Basket is used.
3 Workers pick up their spears and fish at J-1.

1 Disciplined D-H EM Philosopher asks the Nature Spirits this. "Would you consider being contracted to us?"(Seeking bonuses to Fire, Wind, Water, Earth, Light Magics. In that order of contract. Negima!~)
1 D-H EM Apprentice researches a new simple spell, Aero.
1 Disciplined D-H EM Apprentice and 1 Disciplined D-H EM Writer Apprentice Research Farms.
2 D-H EM Apprentice Forages for Spell Regents at K-2.


Aeroith uses the Arcanum Botanica to repeat her feat of growing houses.

The time is nearly upon us. Soon, the prophesied time shall come. I only hope I can hold them back alone.

2 turns until turn 40~
Title: Re: Gridhood: Aspects of the Divine!
Post by: Prismatic on July 09, 2018, 09:40:40 am
Aglejo

Try as they might, the people of Aglejo are unable to conceive a concrete means of manipulating molten copper, in part due to the fact that they lack basic knowledge about relevant structural materials. They decide to focus their energy on simpler topics for the time being. The smaller of the two research groups begins to look into trends in seasonal crop production over the years in an effort to discover a means of enhancing farming efficiency.

1 expert farmer and 2 workers farm at B6 using 3 crude tools.
5 workers research Stone Gathering.
2 workers research Crop Rotation.


I think that there is definitely an error this turn. Only three people butchered the snakes this turn, while the Animal Husbandry tech states that using more than 3 workers to butcher will deplete the herd. This turn three people butchered and one person ranched. (I wasn't intending to do that, but I'm not making that particular dispute because my post was clearly a mess and I didn't notice that two actions were in a single logistics slot in my post)

The turn also states that too many people ranched them this turn, but only one person ranched this turn and there have been no problems ranching with 3 people in previous turns.

Going off the way the Animal Husbandry tech description is worded in your civilisation screen, I'd say that the terms "ranch" and "butcher" are synonymous in the context of actions at the ranch.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on July 09, 2018, 10:53:05 am
The People
Action 1:
Ymar with a crude spear and the Armor of Purity and a boat
The trapper with a crude spear and a boat
The half-secretary bird with a crude spear and a boat
Fish at G4
Action 2:
The grandmaster farmer with a crude tool
2 workers with 2 crude tools
Harvest at H4
Action 3:
5 workers research Mathematics
Action 4:
3 workers forage for wood at G3 with 3 crude tools
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on July 09, 2018, 11:35:03 am
Hm. I wanted to build an artifact casting mould, but the reminder that it will only be 2 turns until the undead apocalypse is worrying... the Aglejo might need a guardian, they don't have a military.

Keerim, would you be willing to pool our powers to craft a powerful creature to protect our followers from the terror that is coming?
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 09, 2018, 11:48:49 am
Ingame, only 54 of the gods would know, so I suppose that info would become somewhat widespread.

We've known of it for some time now, so getting caught off-guard isn't going to be a thing for us. That wind spell will come in handy, though I get the feeling we are going to get an Arena Battle, simply because Aeroith plans to fight them on her own mostly.

With this, everyone can take shelter off the ground, other than her.
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on July 09, 2018, 11:55:49 am
Hm. I wanted to build an artifact casting mould, but the reminder that it will only be 2 turns until the undead apocalypse is worrying... the Aglejo might need a guardian, they don't have a military.

Keerim, would you be willing to pool our powers to craft a powerful creature to protect our followers from the terror that is coming?
Yes, but we should probably wait a turn so that we can make a 15FP creature
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on July 09, 2018, 12:00:29 pm
it is agreed then.

Tellus rests

Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 09, 2018, 01:19:29 pm
Delta Dwellers. You have gained a wish for your gratefulness. In what way can I aid you even more?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on July 09, 2018, 01:24:19 pm
Delta Dwellers. You have gained a wish for your gratefulness. In what way can I aid you even more?
A master fisher would be nice
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 09, 2018, 02:34:35 pm
Disci zaps a DeltaDweller to be a master fisher.


It will be grand once you teach the craft to your people.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 09, 2018, 04:36:54 pm
REMINDER TO SELF: Check and update action instruction document

Jotun Oligarchy

The Jotun Oligarchy notices what Amastay has done and their praying habits shifted accordingly. The Giants ask Amastay what the ideal amount of prayer per turn would be for him. Less prayer means that the giants can focus more on growth which may be better in the long term.

In other news; after a certain unfortunate clerical error, the Giants decide to finally do something about the Aggressive Dire Wolves. It was only a matter of time before they decided to attack someone at the temple of Amastay...

Spoiler: Action Post (click to show/hide)
Spoiler: Possible FP Triggers (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on July 09, 2018, 05:00:08 pm
Hidden Monastery

1 cobra d.BMA with Fey-Hair Ribbon & 2 cobra d.BMA forage food on K10
2 workers & 1 woodpecker d.MA forage food on I8
Neheb with Staff of Discipline trains 1 worker at Martial Arts School on I9
1 seagull d.JMA & 1 seagull d.MMA (both meditated) research Quarterstaff Creation, following the example of Neheb Staff of Discipline
1 BMA meditates
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on July 09, 2018, 05:40:16 pm
farsky's action
So I will backpedal a bit, and explain a bit better what it does, so first off. I decided that it shouldn't be able to generate something you can plant, for multiple reasons, secondly, the central flower will just give a bigger version of the pods from the smaller flowers. Basically it is meant to be a thing to grant the jotun an easy way of getting into magic and artifice, along with helping them drive back the corruption.
I also pump 5 FP into the moonblood flower project.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 09, 2018, 05:44:31 pm
If anyone wants to take up the spot of Magic God, now is the time. Particularly because a major event is coming up.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 09, 2018, 08:20:13 pm
This is kinda cool. Thinking of joining as a god, I'm assuming there is space for me to join?
Yes, you can join.

Cait Sith's farm tech changed from 7 of ? to 7 of 8.

Jotun's stone fixed.  Thank you for your honesty.

"Butcher" and "ranch" are just different words for the same action.  Ranching or butchering more than 3 times in a turn will deplete the herd.  Sorry if that wasn't clear in the wording of the tech.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 09, 2018, 08:33:51 pm
farsky's action
So I will backpedal a bit, and explain a bit better what it does, so first off. I decided that it shouldn't be able to generate something you can plant, for multiple reasons, secondly, the central flower will just give a bigger version of the pods from the smaller flowers. Basically it is meant to be a thing to grant the jotun an easy way of getting into magic and artifice, along with helping them drive back the corruption.
I also pump 5 FP into the moonblood flower project.
It's still not quite clear to me.  You say "the central flower gives a bigger version of the pods from the smaller flowers."  What do the smaller flowers and pods do?  Then you say that it "grants an easy way of getting into magic and artifice."  What does that mean?  Are you talking about a bonus to magic research?  Getting into magic is not easy at all.  Look at how hard it is for the Cait Sith, and they are inherently magical.  It would be three times as hard for a civ that is not magical inherently.  So something that makes it easy to get into magic would be very expensive indeed. 

And we need the project explained satisfactorily all in one post, so we have a post to reference.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 09, 2018, 08:45:06 pm
I thought that Ranching meant collecting eggs and things like that through non violent means. I thought that was the whole point of egg laying snakes.
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on July 09, 2018, 08:50:10 pm
OK, I will retry.
The moonblood flower is actually a small grove filled with small flowers. Once in a while the moon will shine down on them causing them to bloom, when they do they reveal small gemstones. these shine with an inner light to repulse the power of dark forces that would corrupt the wearer and can be chemically altered to create a form which generates hardlight when exposed to light. Hardlight is exactly what it sounds like a form of hardened magic light, with the gems one can make weapons out of this substance (creates crystals which repulse darkness and can be used to make gems that create objects of magical hardened light.). The petals of the flowers also posses healing abilities, acting as a remedy for wounds from eldritch forces.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on July 09, 2018, 09:32:07 pm
Hi GM, did you get my PM?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 10, 2018, 08:22:03 am
Turn 39 - The Stone Age
(https://i.imgur.com/mWI7oRC.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Game Events:
The Keerim faction of the Zebras worship Keerim.  The Bird god gets 3 FP!
The Blarg faction of the Zebras worship Blarg!  The Swamp god gets 3 FP!  Then the Blarg Zebras craft some weapons.
The Shrine to Mabel generates 1 FP for Mabel.
The Shrine to Amastay generates 1 FP for Amastay.

Godly actions of note:
Nagas begins the divine project "The Hat" and puts 5 FP into it.
Blarg adds fruit-bearing trees to the tile K2 for 5 FP.  Then Blarg creates the Riot Shield for 5 FP and places it at G7.
Mabel creates the Clan of Little People at D4 for 5 FP.
Disci Zaps a Delta Dweller worker into a master fisherman for 3 FP.
Farsky puts 5 FP into the divine project "Moonblood Flower".

Civilization actions:

Dipnoi Republic
2 Workers train to become Priests of Nagas at the [Mud Ziggurath to Nagas] at I6.  Disci gets 4 FP!
3 Workers ranch at I6 and get 9 food.
2 Snake Tamers hunt at J6 with 2 Blowdarts and 2 Tame Giant Anacondas and get 4 food.
1 Worker, 1 Pygmy Charmer and 1 Python-style Master forage for Food at H7.  They get 10 food.  The Pygmies welcome the Pygmy Charmer and gift the Pygmy Charmer 3 reagents.
1 Mud Specialist and 2 Workers research Mud Thermae and the tech is complete!
3 Workers forage for Wood at J7 and get 7 wood.  1 worker is attacked by a carnivorous plant and is injured!
4 Food is fed to the Tame Giant Anacondas.
2 Priests of Nagas generate 2 FP total for Nagas.

Delta Dwellers
1 worker fish at E7 with the fish whistle and gets 5 food.
2 workers forage at E8 with 2 crude tools and get 4 food.
2 workers research Crude Spears and the tech is complete!
1 worker reads  "Seafaring, Fishing and Mermaids. A Guide of the Oceans".  The book contains pictograms (luckily, because the worker is not literate!) describing various methods of seafaring, fishing, and interacting with Merfolk.  The Fishing tech gets 2 points of research and is completed!  You get 2 points in the tech Seafaring, and 1 point in Merfolk Culture.  Then the artifact book mysteriously disappears!
1 worker prays to Disci.
1 new worker is created for 3 food.
Tallamon the Hero Trainer trains one worker to be disciplined.  Disci gets 1 FP.

Cait Sith
3 Worker Forages at K-2. Basket is used.  They get 10 food.
3 Workers pick up their spears and fish at J-1 and get 12 food.
The philosopher makes contact with a nature spirit, but argues about philosophy with the spirit instead of asking any questions.
1 D-H EM Apprentice researches a new simple spell, Aero.  (what does it do?)
1 Disciplined D-H EM Apprentice and 1 Disciplined D-H EM Writer Apprentice Research Farms and the tech is complete!  Since the tech needed only 1 point to complete, 1 disciplined apprentice helps research the spell Aero instead.
2 D-H EM Apprentice Forage for Regents at K-2 and get 6 reagents.
Aeroith uses the Arcanum Botanica to repeat her feat of growing houses.  1 primitive house is replaced by the grown tree house.  Amastay is bored with house creation.

Aglejo
1 expert farmer and 2 workers farm at B6 using 3 crude tools and get 16 food.
5 workers research Stone Gathering and the tech is complete!
2 workers research Crop Rotation.

The People
Ymar with a crude spear and the Armor of Purity and a boat, The trapper with a crude spear and a boat, The half-secretary bird with a crude spear and a boat Fish at G4 and get 11 food.
The grandmaster farmer with a crude tool 2 workers with 2 crude tools Harvest at H4 and get 11 food.
5 workers research Mathematics.
3 workers forage for wood at G3 with 3 crude tools and get 7 wood.

The Jotun Oligarchy
1 Grand Priest of Amastay using the artifact "Flaming Sword of Purity" and the artifact "The Lens of Amastay" and 6 workers Pray to Amastay at the Giant Temple of Amastay at E3 and generate 28 FP for Amastay.  The Grand Priest gets (lensbuff 6).
1 Greenthumb worker using 1 crude tool and the artifact "Giant Flint Sickle of Harvesting" and 5 workers using 5 crude tools Harvest at the Orchard at E4 and get 26 food.
1 Bountiful Gatherer (BB1) using a crude tool and the Artifact "Bountiful Basket" and 2 workers using 2 crude tools Forage stone at E3 and get 15 stone.
5 workers using 5 slings and 5 crude tools... (One is BB1, LB1) (Four are BB1) Lasso the herd of Aggressive Dire Wolves at E3 to the ranch at E4.  It was a considerably difficult task, but the giants are buff.  The Dire Wolves are now in the ranch at E4.  1 worker was injured by wolfbite.
1 worker Researches Sanitation and the tech is complete!
1 Food is fed to the Tame Cobras.
1 Grand Priest of Amastay generates 3 FP for Amastay.
Sanitation decreases by 3 to 73.  The Little People raise sanitation by 10 to 83.  Unrest is reduced by 1.

Hidden Monastery
1 cobra d.BMA with Fey-Hair Ribbon & 2 cobra d.BMA forage food on K10 and get 4 food.  Mabel gets 1 FP.
2 workers & 1 woodpecker d.MA forage food on I8 and get 7 food.
Neheb with Staff of Discipline trains 1 worker at Martial Arts School on I9.  1 worker becomes a disciplined beginner cobra-style martial artist.  Disci gets 1 FP.
1 seagull d.JMA & 1 seagull d.MMA (both meditated) research Quarterstaff Creation, and the tech gets 5 points of research.  The Birds of Paradise inspire!  Keerim gets 1 FP.
1 BMA meditates.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 10, 2018, 08:22:21 am
Turn 39 continued

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 10, 2018, 08:40:59 am
Farms should be complete. It isn't in our tech section

And I kind of expected that from the philosopher. Hopefully, it will help with elemental magic. Since that's the discussion topic.


Aero.. (http://finalfantasy.wikia.com/wiki/Aero)

The Simplest Wind Spell. Uses wind to crush the target.

It isn't even close to it's final form, but the next step is the Medium complexity spell Aerora, which hits multiple targets.

Kinda similar to Fireball really. Though Fire, Blizzard, and Thunder are other spells I can learn.

After this spell comes elemental magic theory.(Should help with the higher tiers of Element Magic.)


Huh, I can go a turn without food gathering, lucky!~
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 10, 2018, 09:24:40 am
Disci creates the Spike of Protection at E8. This green coloured masterwork spear is adorned with pictograms. Its wielder feels that this weapon is perfectly balanced and when it is near the undead it emits a bright light that puts fear into the undead.

She then proceeds with zapping a delta dweller to be a master spearwarrior.
She orders Tallamon to train a DeltaDweller

Also would it be possible to teleport people someplace else? Say if I wanted to save certain people from something could I transport them to a safespace?
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 10, 2018, 09:30:40 am
The floating island is the only place likely to be relatively untouched.

Granted, today is the day for Glory.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 10, 2018, 09:52:10 am
Someone loan me 2FP? I'll pay it back double.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on July 10, 2018, 10:01:30 am
The People
Action 1:
3 workers with 3 crude tools forage for wood at G3
Action 2:
Ymar with !*Rehield*! and the Armor of Purity
The trapper with a crude spear
The half-secretary bird with a crude spear
Hunt at H4
Action 3:
6 workers use 6 wood to upgrade 2 primitive houses at H4 into wooden houses
Action 4:
The grandmaster farmer with a crude tool
A worker with a crude tool
Harvest at H4

Edit: Oh, and 2 new workers are made for 6 food.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on July 10, 2018, 10:26:40 am
Someone loan me 2FP? I'll pay it back double.

tell me which god you are and I will do so.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on July 10, 2018, 10:44:16 am
"Okay Zebras I need you guys to protect the fort while I protect the perimeter."
Blarg uses his wagon to run over any undead that come near the Zebras, if the wagon stops being useful he'll get out and use the nine iron and the riot shield to kill more undeads, he also gives Nagas 2FP.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 10, 2018, 10:47:06 am
Someone loan me 2FP? I'll pay it back double.

tell me which god you are and I will do so.
Nagas!
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on July 10, 2018, 10:50:39 am
Mabel
Enchant the forest at F11 to be slightly animate and to protect itself and its caretakers.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on July 10, 2018, 10:54:25 am
Thanks to Disci we could get the best possible loot from fising on our shores
Delta Dwellers
Master fisherman with the fish whistle fish at E7
2 workers with 2 crude tools forage food at E8
2 create crude spears
2 workers reaserch  tree cutting
1 worker pray Disci
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 10, 2018, 10:56:32 am
he also gives 2FP Nagas.
Oh wait, I didn't see this. Never mind, Amastay, and thanks, Blarg.
Nagas finishes The Hat with 5 further FP. He also suggests that, if Amastay still has FP to burn, he has a boon in mind for the Jötnar which would cost a further 3FP.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on July 10, 2018, 11:09:16 am
if Amastay still has FP to burn

lel.

What did you have in mind? Nagas doesn't have the best record on this stuff, so I want to do just a little bit of vetting on the idea.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 10, 2018, 11:21:26 am
Worker Count on the dawn of the Prophesied Apocalypse.
Spoiler: Notes for the day. (click to show/hide)

"Everyone, be vigilant. The Prophesied Day has come, and we are ready to face it."

"Our Will shall not falter, our Spears and Magic will not Fail Us."

"Gather everything when the Enemy comes, into the Trees. I shall stay here and fight."



Cait Sith: Dawn of the Prophesied Day.

3 workers research Metallurgy. They have the Arcanum Mineralis as reference.
3 Workers create Crude Sickles.
5 Apprentices Research the Simple Spell: Aero
1 Philosopher talks philosophy with nature spirits.(Argue Action)


Aeroith has the Arcanum Botanica.

"For the Lost God of Magic..."

"This is my Plea, my Song to you!"



With Discipline, Go beyond yourself..

Limit Break!



Aeroith uses the Arcanum Botanica.


Drawing on the Mangroves, the Meadows, the Forests.

The Light, Wind and Water.

From those Tales close to home, and those from far away.

All of Her Experience. All must die eventually.


And if this is to be her Grave, her Death.. So be it.

"I'll put my all into protecting my Home!~"

My Body, Soul, My Very Blood.


"I am Magic! Aeroith! Chosen of the Winds!"



*crk-crack!~*

The Mangroves are brought to full life. They expand there roots across the waters, beneath them.

Dense Canopies form, seeking the Sun. Thorns, splinters, vines, and flowers sprout along the top. Plants grow, dense as seaweed and Moss beneath the Waters.

All spreading outward before the center of the spell, before stopping.

Paths begin forming of wood and root-branches. The easiest path down to the center of the formation, where the Tree-houses rest.

Given time, flowers may sprout from these Branches, but for now, they are a thing of thorns, blocking any access but forward, and back.

The Earth is packed with roots of grass and flowers, extending deep down into the structure of the dirt.

All of this is working together now, an ecosystem.


The Treehouses are not left unaffected, they also have formed paths connecting them. But these are much simpler affairs of Wood and Ivy.

Any houses on the Ground have been ground up and destroyed in this process, unable to handle the stresses upon them.


{This might have ended up destroying the Arcanum as well, to say nothing of Aeroith needing to fight after this.}
{Most of the Wood is by necessity, wet, with plenty of water in them.}
{Cost is however much 7 regents +2 from ExMagical gives me.}
{Defensive as Hellthorns, no.. Straight lines for Aero and Fireballs to travel down, yes..}
{And The Apprentices above can rain down on the enemies from safety too.}
{Despite all that, it doesn't actually extend to the edge of the tile, just in the vicinity of the TreeHouses and Aeroith.}
{Arena Battle, very likely, given Aeroith and the Cait Sith are literally ready to rain Fire and Aero on the foes.}
{Aeroith is very likely to die after this... Any gods care to Put FP on her?(granted, this is the action for the turn, it can't not be done. She will do it, with all her ability to do so.)}

{Extranote: This is essentially Growth, and a lot of it. Power-hungry, but not True Creation. Farming anything here efficiently is going to be a no-go in the future for at least 5 turns, probably 10 as a low estimate.}
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on July 10, 2018, 11:39:23 am
GM! What has happened to K10? I've searched, but there is no mention the tile got depleted or something. Yet it gives '-3' food compared to another rainforest last three turns?
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on July 10, 2018, 11:54:07 am
Do I need to spend FP to move the zebras? I told them to go south to their new home, but they're still at G8
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on July 10, 2018, 12:25:01 pm
Keerim, it is time to build a mighty beast of protection. Here is my proposal:

Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 10, 2018, 12:28:14 pm
What did you have in mind? Nagas doesn't have the best record on this stuff, so I want to do just a little bit of vetting on the idea.
So mean! It's not anything special, and if I tell you there would no longer be any reason for me to even be involved, but, in general terms, I was just going to Zap them with a research boost.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 10, 2018, 12:48:46 pm
Turn Link

Done with my turn. Chances are high this will destroy the Arcanum, but what can you do.

Maybe it will still be in good enough shape to read the Hogwarts entry later.
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on July 10, 2018, 01:33:48 pm
Keerim, it is time to build a mighty beast of protection. Here is my proposal:

Yeah that look good
Keerim gives Tellus 8 FP. Also, tell the zebras to go south to the nice home I made for them.
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on July 10, 2018, 02:12:45 pm
Tellus Draws copper and tin, and some of the finest iron from the Earth. Then he shapes them: sharp feathers of bronze, and cogs and wheels, machinery of all kind. Of steel, he makes strong talons and a piercing beak. From his work, a figure emerges of a massive bird, majestic, strong, hardy. And yet, still missing a spark of life. Being a bird, what could animate it better than a soul created by Keerim, the god of birds? Tellus takes this energy of life and breathes it in his creation; soon, it starts to move and awaken.

"Go, Stymphalus, guardian of bronze, mightiest of birds. Go to the floating islands, where the Aglejo live. Make your nest there, protect the islands and their inhabitants from danger and serve them to the best of your ability. This is your task, the will of your creators."

Tellus Creates Stymphalus, the bronze guardian in B6

Title: Re: Gridhood: Aspects of the Divine!
Post by: Prismatic on July 10, 2018, 02:23:20 pm
Aglejo

The sky people continue their tranquil work, blissfully unaware of the impending cataclysm.

1 expert farmer and 1 worker farm at B6 using 2 crude tools.
6 workers research Stonemasonry.
2 workers research Crop Rotation.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 10, 2018, 04:35:38 pm
REMINDER TO SELF: Check and update action instruction document

Jotun Oligarchy

I am now going to add a spoiler for "Passive tech effects" to make things a bit easier for the GM. And by that, I mean to ensure he doesn't forget about them.

Spoiler: Doublecheck (click to show/hide)
Spoiler: Action Post (click to show/hide)
Spoiler: Possible FP Triggers (click to show/hide)
Spoiler: Passive Tech Effects (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 10, 2018, 08:37:55 pm
GM! What has happened to K10? I've searched, but there is no mention the tile got depleted or something. Yet it gives '-3' food compared to another rainforest last three turns?
I don't know... bad rolls, perhaps?

Do I need to spend FP to move the zebras? I told them to go south to their new home, but they're still at G8
I must have missed that.  They'll move this turn.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on July 10, 2018, 09:11:12 pm
Dipnoi Republic

Mud Baths are sure to become a cornerstone of our society!

[2] 2 Priests of Nagas prays to Nagas at the [Mud Ziggurath to Nagas] of I6.
"O Great God of the Snakes! We come to you asking for a boon that could help us sustain our people more easily."
[3] 3 Workers butcher at I6
[2] 2 Snake Tamers hunt at H6 with 2 Blowdarts and 2 Tame Giant Anacondas.
[3] 1 Worker, 1 Pygmy Charmer and 1 Python-style Master forage for Food at I6.
[6] 1 Mud Specialist and 5 Workers begin construction of a Mud Bathhouse at I6.
Heal 1 Worker using 3 Reagents
4 Food is fed to the Anacondas.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on July 11, 2018, 12:17:07 am
Hidden Monastery

1 cobra d.BMA with Fey-Hair Ribbon & 2 cobra d.BMA forage food on K10
1 worker, 1 d.BMA & 1 woodpecker d.MA forage food on I8
Neheb with Staff of Discipline trains 1 worker at Martial Arts School on I9
1 BMA (meditated) continues research Quarterstaff Creation
1 seagull d.JMA & 1 seagull d.MMA meditate
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 11, 2018, 11:26:43 pm
Turn 40 - The Stone Age - Era of Entropy
(https://i.imgur.com/MRB7NwW.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Game Events:
The Keerim faction of the Zebras move to G9.
The Blarg faction of the Zebras, for some reason, are ignoring their responsibilities and are lazing about and just throwing parties!
The Shrine to Mabel generates 1 FP for Mabel.
The Shrine to Amastay generates 1 FP for Amastay.
The Era of Entropy is upon us!  But what does that mean?
Amidst a violent storm of thunder and red lightning, the Titangate opens!  Through the gate strides Bimpo, Colossal Undead Fool Harbinger of the Apocalypse!  Following Bimpo is a host of undead jesters!  Farsky gets 8 FP!!!

Godly actions of note:
Disci creates the Spike of Protection at E8 for 5 FP.  Then Disci zaps a Delta Dweller into a master spearwarrior for 3 FP.  (A teleportation Zap might be possible...)
Blarg gifts 2 FP to Nagas.
Mabel enchants the forest at F11 to be slightly animate and protective of itself for 5 FP.
Nagas puts 5 FP into the divine project "The Hat", completing the project!
Keerim gives 8 FP to Tellus.
Tellus creates Stymphalus the Bronze Guardian at B6 for 15 FP!

Civilization actions:

The People
3 workers with 3 crude tools forage for wood at G3 and get 10 wood.
Ymar with !*Rehield*! and the Armor of Purity, The trapper with a crude spear, The half-secretary bird with a crude spear Hunt at H4 and get 7 food.
6 workers use 6 wood to upgrade 2 primitive houses at H4 into wooden houses.
The grandmaster farmer with a crude tool, A worker with a crude tool Harvest at H4 and get 11 food.
6 food spent to create 2 workers.
A long dead worker returns from the dead one night!  He stares with an unblinking blank stare, but otherwise seems normal!  This creates discord in your settlement!  Unrest level is now at 15!
Workers grumble about a lack of adequate housing, raising unrest to 20.

Delta Dwellers
1 Master fisherman with the fish whistle fishes at E7 and gets 6 food.
2 workers with 2 crude tools forage food at E8 and get 6 food.
2 workers create crude spears.
2 workers research tree cutting.
1 worker prays to Disci.
Tallamon the Hero Trainer trains 1 master fisherman to be disciplined.  Disci gets 1 FP.

Cait Sith
3 workers research Metallurgy.
3 Workers create Crude Sickles.  Crude Sickles??  Explain.
5 Apprentices Research the Simple Spell: Aero.
1 Philosopher argues philosophy with nature spirits.
Aeroith manages to create a magically grown defensive palisade at the Cait Sith settlement using Arcanum Botanica and 7 reagents.  All primitive houses are destroyed.
Workers grumble over lack of adequate housing, raising unrest by 5.

Aglejo
1 expert farmer and 1 worker farm at B6 using 2 crude tools and get 9 food.
6 workers research Stonemasonry.
2 workers research Crop Rotation.

The Jotun Oligarchy
1 Grand Priest of Amastay using the artifact "Flaming Sword of Purity" and the artifact "The Lens of Amastay" Pray to Amastay at the Giant Temple of Amastay at E3 and generates 4 FP for Amastay.  The Grand Priest gets (lensbuff 7).
1 Greenthumb worker using 1 crude tool and the artifact "Giant Flint Sickle of Harvesting" and 1 Bountiful Gatherer (BB1) using a crude tool and the Artifact "Bountiful Basket" and 4 workers using 4 crude tools... (4 are BB1) Harvest at the Orchard at E4 and get 30 food.
3 workers using 3 crude tools and 3 slings... (2 are BB1 and 1 is BB1, LB1) Hunt at E4 and get 8 food.
5 workers using 5 crude tools... (3 are BB1) Construct a giant stone house at D4.
6 workers research Wood and the tech is complete!
1 Food is fed to the Tame Cobras.
1 Food is given to the Clan of Little People.
4 Food is spent to create a new worker.  Farsky gets 1 FP.  Mabel gets 1 FP.
1 Grand Priest of Amastay generates 3 FP for Amastay.
Sanitation decreases by 3 to 80.  The Little People raise sanitation by 10 to 90.  Sanitation tech increases sanitation by 5 to 95.  Unrest is increased by 5 to 9.
A worker long thought to be dead walks into town.  He is listless and unemotional, but otherwise seems normal!  Some are overjoyed, while others think he is an abomination!  This creates discord in your settlement, raising unrest by 15 to 24!

Dipnoi Republic
2 Priests of Nagas prays to Nagas at the [Mud Ziggurath to Nagas] and generate 2 FP for Nagas.
3 Workers butcher at I6 and get 8 food.
2 Snake Tamers hunt at H6 with 2 Blowdarts and 2 Tame Giant Anacondas and get 3 food.  Both Giant Anacondas dine on snakes and snake eggs and do not need to be fed this turn.  Nagas has mixed feelings about snakes dining on snakes.
1 Worker, 1 Pygmy Charmer and 1 Python-style Master forage for Food at I6 and get 9 food.
1 Mud Specialist and 5 Workers begin construction of a Mud Bathhouse at I6.
3 reagents spent to heal 1 worker.
0 Food is fed to the Anacondas.
2 Priests of Nagas generate 2 FP total for Nagas.
A long dead worker returns from the dead one night!  He stares with an unblinking blank stare, but otherwise seems normal!  This creates discord in your settlement!  Unrest level is now at 15!
Workers grumble about lack of adequate housing, raising unrest to 20!

Hidden Monastery
1 cobra d.BMA with Fey-Hair Ribbon & 2 cobra d.BMA forage food on K10 and get 6 food.  Mabel gets 1 FP.
1 worker, 1 d.BMA & 1 woodpecker d.MA forage food on I8 and get 7 food.
Neheb with Staff of Discipline trains 1 worker at Martial Arts School on I9 creating 1 disciplined beginner cobra-style martial artist.  Disci gets 1 FP.
1 BMA (meditated) continues research Quarterstaff Creation, generating 2.5 research for the tech.  The Birds of Paradise inspire!  Keerim gets 1 FP.
1 seagull d.JMA & 1 seagull d.MMA meditate.  Disci gets 1 FP.
Undead Polar Bears are spotted in the distance at J10!
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 11, 2018, 11:27:07 pm
Turn 40 continued

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on July 12, 2018, 12:19:57 am
You gave me tree cutting as two separate reaserch projects
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on July 12, 2018, 12:36:25 am
Farsky acts
I add all twelve of my FP to the moonblood
hey a little help? I literally need two extra FP
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on July 12, 2018, 02:09:31 am
Hidden Monastery: Quarterstaff Creation - not updated

I thought we ATE those bears. Hm... Perhaps eating them again is not possible. A pity.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 12, 2018, 06:09:10 am
You gave me tree cutting as two separate reaserch projects
Fixed

Hidden Monastery: Quarterstaff Creation - not updated
Fixed
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 12, 2018, 07:01:21 am
Ought I not have 5FP?
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on July 12, 2018, 07:07:08 am
"What are you Zebras doing, there are undead outside and you guys are sitting on your asses."
Blarg uses the wagon to kill any undead that come near G7, if that doesn't work use the Nine Iron and the Riot Shield to kill any other undead, and then he puts 2FP into the Moonblood Flower.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 12, 2018, 07:52:03 am
Crude Sickles-used for cutting stalks. Therefore good for foraging, regents, and eventual farming.(Minor as every other crude tool, just specialized to those tasks)
Note, Sickles (https://en.wikipedia.org/wiki/Sickle)

My fellow Cait Sith, do not lower your guard, be diligent.


Cait Sith

3 D-H EM workers pick up their spears and fish at K-1.
3 D-H EM workers forage at J-2. 1 Worker is using the Basket.
3 D-H EM apprentices forage for Magical Regents at K-2.

1 Philosopher argues, with discipline.
1 disciplined DH EM apprentice and 1 disciplined D-H EM writer apprentice research Metallurgy.

Aeroith, legendary disciplined demihuman extramagical Magus, uses the Arcanum Botanica to craft a Primitive Wooden House from the Mangroves around her.
{1 person, for herself}




Note from last turn.
Quote
1 Disciplined D-H EM Apprentice and 1 Disciplined D-H EM Writer Apprentice Research Farms and the tech is complete!  Since the tech needed only 1 point to complete, 1 disciplined apprentice helps research the spell Aero instead.
Still needs updating to show it is complete.

I actually don't specifically have Crude Sickles. Crude Spears, yes, but not Crude Sickles. Should I need to Research Sickle Creation?{Will remove from action if so.}

Also, technically, the workers do have a comfy treehouse. It's only Aeroith that's out of housing. Be Disciplined! That problem is sort of fixed now.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on July 12, 2018, 08:14:11 am
Huh, I thought the timeskip/reset was happening this turn. did I miss something?

Mabel
Give Farsky 2 FP never mind, saw blarg's action.
Create the seed of the sun at C11. similar to the seed of Ice, if this artifact is actively tended to then it gradually makes the tile it is located in into a warmer-climate version of itself.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 12, 2018, 08:31:32 am
That ice seed never was used, was it.. Thought everyone forgot it.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on July 12, 2018, 08:33:06 am
Yeah, I made it for the oarassans, so they could expand their territory themselves, but they never took advantage of it. I'm just making this one so there will be a paired set when artifacts get scarmbled / hidden as part of the timeskip.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 12, 2018, 08:34:15 am
I kinda want the Yggdrasil sprout. Magic and Mana is good for us.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 12, 2018, 09:13:41 am
Disci orders Tallamon to train the Delta Dwellers.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on July 12, 2018, 09:50:41 am
The People
Action 1:
Ymar with !*Rehield*! and the Armor of Purity
The trapper with a crude spear
Hunt at H4
Action 2:
2 workers with 2 crude tools
The undead worker with a crude tool
Forage for stone at H3
Action 3:
3 workers use 3 wood to upgrade a primitive house into a wooden house at H4
Action 4:
The grandmaster farmer harvests at H4 with a crude tool
Action 5:
1 worker forages for wood at G3 with a crude tool
Action 6:
6 workers research Temples
Action 7:
The half-secretary bird researches Mathematics
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on July 12, 2018, 12:07:52 pm
Well, so far the apocalypse doesn't seem bad, and I am drained.

Tellus rests
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on July 12, 2018, 12:56:23 pm
I kinda want the Yggdrasil sprout. Magic and Mana is good for us.
Feel free to work towards making it. With the arcanum botanica and the extramagical nature you have been gifted, such projects are within your reach. There's no need for divine aid for you to achieve your goals.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Prismatic on July 12, 2018, 04:45:53 pm
It'll be interesting to see how the Titangate monstrosities will be dealt with now that the Xekarni army no longer exists to act as a buffer. I suppose the People will be forced to take their place?

Aglejo

6 workers research Stonemasonry.
3 workers forage for stone at B6 using 3 crude tools.
1 expert farmer researches Crop Rotation.
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on July 12, 2018, 04:46:26 pm
The people should have the strength to destroy the colossi.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 12, 2018, 05:30:45 pm
REMINDER TO SELF: Check and update action instruction document

Jotun Oligarchy

It is decided that the undead worker should be tasked with explaining what the heck is up with the undead. As there is no urgent crisis at the moment, the Undead worker is given a Light Lamp in the hopes of aiding their mental troubles, and the Scepter of Purity to ensure that none of the other giants catch anything bad from the undead one.

The wretched seagulls are still lurking just outside of the Giant's slinging radius, so the materials to create carts are foraged by the orchard instead of the forest. Perhaps the giants having the ability to move one tile further would finally encourage the seagulls to start lurking one tile further away from the giants.

A new house is created, but a new worker is not immediately created, just in case another not dead worker shows up.

Amastay is reminded that he may request additional prayers from the Jotun Oligarchy whenever he needs to. Though the 99FP that he currently has is probably more than enough to do... Literally anything.

Spoiler: Doublecheck (click to show/hide)
Spoiler: Action Post (click to show/hide)
Spoiler: Possible FP Triggers (click to show/hide)
Spoiler: Passive Tech Effects (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 12, 2018, 05:39:35 pm
The fact he has enough to literally create Yggdrasil.. Or 1 FP off a 100 FP Divine Project to start making Magical Giants in it's surrounding tiles.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on July 12, 2018, 06:04:11 pm
The fact he has enough to literally create Yggdrasil.. Or 1 FP off a 100 FP Divine Project to start making Magical Giants in it's surrounding tiles.

What is Yggdrasil now? (In game that is. I know what it is in myth)

Also, I've been storing up some fp because this was promised to be a cataclysm and I want to be able to respond to anything that happens.

Amastay moves his avatar to C3 and burns away the corruption there.

Amastay also spends 5fp to create an artifact "Crown of the Gods" that does absolutely nothing but mark him as the head of the gods. He places this crown upon his head.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 12, 2018, 06:13:47 pm
I think the GM did a tricky. He said "When the game changes from the stone age to the next age". What he did not say, is that the next 'Age' would be a higher tech level than the stone age. In this Age of Entropy, most players are still pretty much in the stone age tech-wise. It could be another 40 turns before we get to the Bronze age or whatever.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 12, 2018, 06:15:04 pm
http://www.bay12forums.com/smf/index.php?topic=170798.msg7797704#msg7797704


It was in this one. You have enough FP to complete this singlehandedly.


We kinda want it for our research though. But it being around is fine too. Just know there will likely be war later on.



Unlikely, we would be way ahead magically if that was the case. 10-20 is a better bet.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on July 12, 2018, 06:25:10 pm
Hmm... to be quite honest, I am still really struggling as to whether I should use my power to help or antagonise the world at large. I could drop 2 more titan gates in a turn if I wanted. (he he) (Ha, he HA Ha ha.)
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 12, 2018, 06:27:04 pm
That's destruction. Just make the Yggdrasil to help out the titans in magic research.


Granted, that's more the fact that helping them helps yourself in the long run.
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on July 12, 2018, 06:28:16 pm
Titangates are not pure destruction, they make titans (colossi), which provide valuable titan bones and their powers to whoever slays them.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 12, 2018, 06:29:11 pm
Will there be one year where you don't beg for something?

Hehe you could create more titangates but you could also wait to see how this plays out.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 12, 2018, 06:31:29 pm
If you want to cause chaos, I might recommend mixing it up a bit. If there are too many Titangates, Farsky might replace you as the strongest god.
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on July 12, 2018, 06:35:18 pm
Actually amastay, you should make a new plane of existence. basically a whole new grid that is "Above" the current one.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 12, 2018, 06:36:25 pm
You should obviously use your FP to change all the tiles to make a pixel art.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 12, 2018, 06:42:00 pm
Alternatively, 20 groups of special animals that construct things. That'll bring in the FP, and if you're really good it will simultaneously help the followers you already have!

Or maybe three more grand priests at a cost of 27FP each for a GUARANTEED +9FP every turn.

... Or maybe just stick with the status quo so that the GM doesn't decide you're going too far.

Actually, you better mix it up a bit. Diminishing returns are a thing in this game.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 12, 2018, 07:52:30 pm
Ought I not have 5FP?
Yes, fixed.

Jotun food fixed.

The Cait Sith have never researched Crude Sickles.  Therefore, they don't know how to make them.  The Cait Sith do not even have crude tools researched.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 12, 2018, 07:56:14 pm
Cool.

Dipnoi, would you rather have me upgrade your tile, give you an artifact, or upgrade a worker? And don't forget to use that Hat, I've got debts to pay back now. :P
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on July 12, 2018, 08:16:50 pm
Dipnoi Republic

One of our kin came back from the realm of the dead? Is it an act of the gods?

[2] 2 Priests of Nagas prays to Nagas at the [Mud Ziggurath to Nagas] of I6, and one of them wear the Hat, becoming the Great Priest of Nagas?
Nagas answered to our prayers! And gave us a mystic relic,
praise the Snakes! Of your three options, we choose the third. Please bless one of us with your gift, maybe one of the ranchers to become... a Snake Breeder that would know how to make the snakes spread?
And what is that undead worker?

[3] 3 Workers butcher at I6
[2] 2 Snake Tamers hunt at J6 with 2 Blowdarts and 2 Tame Giant Anacondas.
[3] 1 Undead Worker, 1 Pygmy Charmer and 1 Python-style Master forage for Food at I7.
[2] 2 Workers make 10 Mud Bricks using 2 Wood
[5] 1 Mud Specialist and 4 Workers finish construction of a Mud Bathhouse at I6.
1 Labor added to the Bathhouse from Mathematics
4 Food is fed to the Anacondas.
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on July 12, 2018, 08:17:39 pm
Keerim rests

The current lack of danger from the apocalypse worries me
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 12, 2018, 08:21:01 pm
Oh my gosh I just thought of something: An expensive artifact that reveals what events will happen in the future! Any god that creates this would be able to prepare for disasters before they hit!
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 12, 2018, 08:57:08 pm
Nagas Zaps a random Dipnoi worker with the ability to breed with snakes in order to produce more snake herds (presumably in other tiles, I guess?), assuming this costs no more than 5FP.

"That's what you wanted, right?"

(sorry)

ETA: Also, I'm about to head to bed, so let me place a standing order that, if it does cost more than 5FP, and somebody is willing to give me the excess, I accept that and follow through with the plan accordingly.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on July 13, 2018, 03:19:47 am
 Delta dwellers
Master fisherman, Master Spearman and a worker fish at E7 with the fish whistle, spike of protection and a crude spear.
1 worker reaserch tree cutting
2 workers create crude tools
2 workers create crude spears
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on July 13, 2018, 04:24:15 am
Hidden Monastery

1 cobra d.BMA with Fey-Hair Ribbon & 2 cobra d.BMA forage food on K10
1 worker, 1 BMA & 1 woodpecker d.MA forage food on I8
Neheb with Staff of Discipline, 2 cobra d.BMA & 1 seagull d.MMA (meditated) put undead menace to rest on J10
1 seagull d.JMA (meditated) finishes research Quarterstaff Creation
1 worker created with 3 food
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 13, 2018, 09:27:57 am
Ought I not have 5FP?
Yes, fixed.

Jotun food fixed.

The Cait Sith have never researched Crude Sickles.  Therefore, they don't know how to make them.  The Cait Sith do not even have crude tools researched.

So, does that mean an edit of last turn to them just sitting around?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 13, 2018, 10:21:18 am
Disci creates Shashame the Scholar at F5.
This being looks like a humanoid frog that is 5meters tall. It has yellow eyes and green skin with brown dots. It is wearing a pin stripe suit that is waterproof. It can learn and write down technologies and teach it to others. It can be easily angered when not given what he wants but loves teaching.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on July 13, 2018, 10:36:36 am
Disci creates Shashame the Scholar at F5.
This being looks like a humanoid frog that is 5meters tall. It has yellow eyes and green skin with brown dots. It is wearing a pin stripe suit that is waterproof. It can learn and write down technologies and teach it to others. It can be easily angered when not given what he wants but loves teaching.
Learning/teaching technology will probably cost a *lot* more than 5 fp.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 13, 2018, 10:41:10 am
Hmm. How much did Tallamon cost? It would make sense if it spent time learning from tribes while teaching. Granted, it has to have something to teach first.

Probably 15FP.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 13, 2018, 11:28:49 am
Tallamon was 5fp. I figured it costs 10fp.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 13, 2018, 08:32:33 pm
Turn 41 - The Stone Age - Era of Entropy
(https://i.imgur.com/QTZ987y.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Game Events:
The Keerim faction of the Zebras seems to be obsessed with partying and does nothing else!
The Blarg faction of the Zebras seems to be obsessed with partying and does nothing else!
The Shrine to Mabel generates 1 FP for Mabel.
The Shrine to Amastay generates 1 FP for Amastay.
Bimpo the Colossal Undead Fool Harbinger of the Apocalypse and the host of undead jesters move to H4!  Farsky gets 3 FP!
The shattered remains of the Demihuman Colossus reform into the Undead Demihuman Colossus!  Farsky gets 5 FP!  Mabel gets 5 FP!  The Undead Demihuman Colossus wields the Giant Stone Sword!
A horde of wandering undead merfolk arises at F6!  Mabel gets 1 FP.
Forest wights arise at I1!
Mountain wraiths arise at B8!

Godly actions of note:
Farsky adds 12 FP to the divine project "Moonblood Flower".
Blarg adds 2 FP to the divine project "Moonblood Flower," completing the project!
For 5 FP, Mabel creates the artifact Seed of the Sun at C11.
Amastay moves his avatar to C3, destroying all corruption and creating a purified wasteland!  Then Amastay creates the artifact Crown of the Gods for 5 FP.
Nagas zaps a Dipnoi worker into a snake fornicator for 3 FP!
Disci does not have enough FP to create the proposed creature.  (It would cost 15 FP)

Civilization actions:

Cait Sith
3 D-H EM workers pick up 3 spears and fish at K-1 and get 7 food.
3 D-H EM workers forage at J-2. 1 Worker is using the Basket.  They get 7 food.
3 D-H EM apprentices forage for Magical Regents at K-2 and get 11 reagents.
1 Philosopher argues, with discipline.  No breakthroughs.
1 disciplined DH EM apprentice and 1 disciplined D-H EM writer apprentice research Metallurgy.
Aeroith, legendary disciplined demihuman extramagical Magus, uses the Arcanum Botanica to craft a Primitive Wooden House from the Mangroves around her.  This costs 2 reagents.
1 formerly dead worker returns to the living, creating discord!  Unrest increases by 15 to 20!
For the second straight turn, there was not enough housing available!  Unrest increases by 10 to 30!


The People
Ymar with !*Rehield*! and the Armor of Purity, The trapper with a crude spear Hunt at H4 and get 4 food.
2 workers with 2 crude tools, The undead worker with a crude tool, Forage for stone at H3.  They get 4 stone.  The undead worker works very slowly, and the other 2 workers are uneasy working with it.  Unrest is increased by 5 to 20!
3 workers use 3 wood attempt to upgrade a primitive house into a wooden house at H4.  2 workers are unable to work because of uncontrollable dancing!  They are unable to build the house!  1 worker forages for food instead and gets 3 food.
The grandmaster farmer harvests at H4 with a crude tool and gets 4 food.
1 worker attempts to forage for wood at G3 with a crude tool but is interrupted by uncontrollable dancing!
6 workers attempt to research Temples.  3 workers are infected with the dancing craze and can't research!
The half-secretary bird researches Mathematics.
Bimpo the Colossal Undead Fool Harbinger of the Apocalypse and the host of undead jesters arrive at your settled tile!  They do not attack, but set up camp outside your settlement!  Raucous music, dancing, and cavorting go on day and night!  Some of your workers find the music irresistible, and are unable to control their feet!  They begin dancing and cannot stop, disrupting their work!
For the second straight turn, there was not enough housing available!  Unrest increases by 10 to 30!
The undead worker has a voracious appetite, eating 3 times the normal food!

Aglejo
6 workers research Stonemasonry and the tech is complete!
3 workers forage for stone at B6 using 3 crude tools.  They get 3 stone.
1 expert farmer researches Crop Rotation.

The Jotun Oligarchy
1 Grand Priest of Amastay using the artifact "Flaming Sword of Purity" and the artifact "The Lens of Amastay" Pray to Amastay at the Giant Temple of Amastay at E3, generating 4 FP for Amastay.  The Grand Priest gets (lensbuff 8).  Unrest is reduced by 3.
1 Greenthumb worker using 1 crude tool and the artifact "Giant Flint Sickle of Harvesting" and 1 Bountiful Gatherer (BB1) using a crude tool and the Artifact "Bountiful Basket" and 4 workers using 4 crude tools... (4 are BB1) Harvest at the Orchard at E4 and get 37 food!
3 workers using 3 crude tools and 3 slings... (2 are BB1 and 1 is BB1, LB1) Butcher at the ranch at E4 and get 11 food.
5 workers using 5 crude tools... (4 are BB1) Construct a giant stone house at D4.
3 workers using 2 crude tools Forage for wood at E4 and get 1 wood.
1 undead worker using an artifact "Light Lamp" and the artifact "Scepter of Purity" Begins research on Undead.  The undead worker refuses to go near the light lamp and the scepter, but is driven to research that topic, generating 2 RP in the tech!
5 workers Begin research on Leadership.
1 worker recovers from injuries.
The undead worker has a voracious appetite, eating 3 times the normal food!
1 Food is fed to the Tame Cobras.
1 Food is given to the Clan of Little People.
1 Grand Priest of Amastay generates 3 FP for Amastay.
Sanitation goes to 100.  Unrest is increased by 10 to 31.
The presence of the undead worker continues to raise unrest.  Unrest is raised by 5 to 36.
Another formerly dead worker returns!  This time, it was the plague infected worker you sent to its death!  It is quite upset, and raises hell!  Unrest goes up by 20 to 56!
Some citizens demand the expulsion of the undead workers!  Others are happy to see their return!  A fight breaks out, injuring 2 workers!
3 workers go on strike because of unrest!


Dipnoi Republic
[2] 2 Priests of Nagas prays to Nagas at the [Mud Ziggurath to Nagas] of I6, and one of them wears the Hat.  3 FP is generated for Nagas.  Unrest is reduced by 4.  Blarg gets 2 FP!
3 Workers butcher at I6 and get 8 food.
2 Snake Tamers hunt at J6 with 2 Blowdarts and 2 Tame Giant Anacondas and get 8 food.
1 Undead Worker, 1 Pygmy Charmer and 1 Python-style Master forage for Food at I7 and get 3 food.  The 2 non-undead workers dislike working with the undead.  Unrest is raised by 5 to 21.
2 Workers make 10 Mud Bricks using 2 Wood.
1 Mud Specialist and 4 Workers finish construction of a Mud Bathhouse at I6.  Amastay gets 3 FP!  Blarg gets 2 FP!
1 Labor added to the Bathhouse from Mathematics.
2 Priests of Nagas generate 3 FP for Nagas.
2 tame giant anacondas eat 4 food.
The undead worker has a voracious appetite, and consumes 3 times the normal amount of food!
Another worker returns from the dead, raising unrest by 15 to 36!
The Mud Bathhouse decreases unrest by 8 to 28.
For the second turn in a row, there is inadequate housing for workers!  Unrest increases by 10 to 38!
1 worker goes on strike because of unrest!

Delta Dwellers
Master fisherman, Master Spearman and a worker fish at E7 with the fish whistle, spike of protection and a crude spear.  They get 15 food.
1 worker researches tree cutting and the tech is complete!
2 workers create crude tools.
2 workers create crude spears.
Tallamon the Hero Trainer trains 1 master spearwarrior to be disciplined.  Disci gets 1 FP.

Hidden Monastery
1 cobra d.BMA with Fey-Hair Ribbon & 2 cobra d.BMA forage food on K10 and get 6 food.  Mabel gets 1 FP.
1 worker, 1 BMA & 1 woodpecker d.MA forage food on I8 and get 5 food.
Neheb with Staff of Discipline, 2 cobra d.BMA & 1 seagull d.MMA (meditated) put undead menace to rest on J10.  The party destroys the undead polar bears.
1 seagull d.JMA (meditated) finishes research Quarterstaff Creation and the tech is complete.  The Birds of Paradise inspire!  Keerim gets 1 FP.
1 worker created with 3 food.
1 python-style master martial artist returns from the dead!  This increases unrest to 15!
Workers grumble about a lack of adequate housing, increasing unrest to 20!

Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 13, 2018, 08:32:57 pm
Turn 41 continued

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 13, 2018, 09:30:23 pm
REMINDER TO SELF: Check and update action instruction document

Jotun Oligarchy

It is decided that because the Light Lamp specifically burns away only nightmares, horrors, and monsters of darkness; the undead workers must be exposed to it regardless of any opinions to the contrary. And because one of the undead workers also carries the plague, permitting him to not be exposed to the Scepter of Purity would be unthinkable. The undead workers will be permitted to stay if they are able to handle being around the sacred artifacts of Mabel and Amastay. If they are not able to do so, then it proves that they are monsters. The Grand Priest of Amastay steps out of the temple to personally see to it that the artifacts are properly used this time. If they continue to refuse being exposed to the Light Lamps and Scepter of Purity, they shall be given the option of being exposed to the Flaming Sword of Purity instead.

Spoiler: Action Post (click to show/hide)
Spoiler: Possible FP Triggers (click to show/hide)
Spoiler: Passive Tech Effects (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 13, 2018, 09:46:14 pm
All fixed.

Edit:  Just a reminder that there are no conditional orders in this game.  No "do this" if "this happens..."
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 13, 2018, 09:51:24 pm
I've adjusted my turn accordingly, though if the undead workers are unwilling to do something then my action's result would still be the same.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 13, 2018, 09:58:45 pm
Nagas gives 4FP to Blarg as promised, and then opens Divine Project: Don of the Dead at I6! The Don (whose name is Don) is a vampire mafioso with the power to control undead of all types, and can, if inclined, return those undead back to ordinary life as if nothing happened. Unless that last ability would push the cost up to unreasonable (read: above 20) levels, in which case I'll stick to controlling them. The Don is loyal to Nagas. The remaining 5FP go to creating the Don.

"incoherent grumbling about not getting a chance to finish the dragon"
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 13, 2018, 10:09:56 pm
Disci orders Tallamon to train a DeltaDweller.

Delta Dwellers. Please give a prayer this year. I have a grand thing prepared for you.

Also Jotun, if you trained your people properly then they would give me power, but since you prefer untrained workers you will not have the pleasure of providing me power.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 13, 2018, 11:29:25 pm
No, that can't be it. Even a Grant Priest isn't skilled enough to do it, so worker skill seems irrelevant.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on July 13, 2018, 11:53:02 pm
The People
Action 1:
The grandmaster farmer harvests at H4 with a crude tool
Action 2:
The undead worker forages at G3 with a crude tool
Action 3:
Ymar with !*Rehield*! and the Armor of Purity
And 7 workers with 7 crude spears
Attack Bimpo and the host of jesters
Action 4:
2 workers and the trapper forage at H4 with 3 crude tools
Action 5:
3 workers use 3 wood to upgrade a primitive house into a wooden house at H4
Action 6:
The half-secretary bird researches Temples
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on July 13, 2018, 11:58:58 pm
Amastay creates two artifacts for 10fp each. It is a large glowing pillar, as tall as a giant. It glows with a soft and warm light, and blobs of bright red color slowly move up and down the pillar. It is quite soothing to watch, and is intended to decrease unrest in those around it. He places one of these pillars in the giants settlement at D4, and another at the settlement of the people at H4. (this is definitely not a large lava lamp. no sir.)

The Avatar of Amastay moves to D2, but is only passing through. He does not burn attack anything here.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on July 14, 2018, 12:09:03 am
Dipnoi Republic

Troubling times! To what measure one is living, and is not? Are the risen ones a boon or an omen of calamity? It would be good to find a way to ease the worries of the people, but how?

2 Priests of Nagas quizzically consider Nagas "boon". Note to self, be careful what you wish for with Nagas!

"...I guess it worked?"
"Yes? Maybe? Do we even know how snakes reproduce?"
"I don't think we do? I hope the blessed one does, else it could end up weird. I mean, we do agree that he was blessed with power, but did he also receive knowledge?"
"Who knows... Still, a Fornicator. I sure hope the Tamers won't feel offended seeing their partners being... well you know. And what will the people think?"
"Well you are the Hat wearer! You tell them!"
"Ugh... got it got it. I will really need a lengthy mud bath after that... Oh and there is still the matter of the Returned. Augh my head..."
"Praise Nagas?"
"Praise Nagas."

The two priests bump-fist.


[2] The 2 Priests, one of them wearing the Hat, bless 2 Undead Workers in an attempt to reassure the people.
[1] 1 Undead Worker trains to become an Undead Priest of Nagas at the Ziggurath of I6. Surely they will serve as a bridge between us?
[3] 3 Workers butcher at I6
[3] 1 Snake Fornicator and 2 Snake Tamers forage for Food at I7. It would be best for the Fornicator to learn to know the Anacondas a bit before attempting something bold.
[1] 1 Undead Worker forage for Food at I5
[8] 1 Mud Specialist, 1 Python-style Master, 1 Pygmy Charmer and 5 Workers upgrade 4 Fine Mud Houses into 4 Mud Brick Houses using 8 Mud Bricks.

The Worker on a strike keeps striking, probably.
4 Food is fed to the Tame Giant Anacondas.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on July 14, 2018, 09:12:33 am
Amastay creates the artifact Crown of the Gods for 5 FP.
Blarg looks at the crown and then looks at his hat and then back to the crown.
"Why'd you have to go and make a fancier hat then mine, and your not my king I didn't vote for you!"

The Blarg faction of the Zebras seems to be obsessed with partying and does nothing else!
"Whats wrong with you guys, the world might end and all you people do is dance."
Blarg spends some FP to make the Zebras more disciplined he uses the Nine Iron if he has to, but not to much.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 14, 2018, 09:21:12 am
"You know, you should be dead. Well, follow me."

Cait Sith

The Undead Worker is thrown/talked/ordered into the Fountain of Rebirth. By force if necessary. What force, you ask, this force!
The Philosopher Preaches about the Wonders of the Fountain's Waters.[Argue action] For Discipline!

Aeroith uses the Arcanum Botanica to repeat her feat of growing treehouses.
3 D-H EM workers pick up 3 spears and fish at J-1.
3 D-H EM workers forage at K-2. 1 Worker is using the Basket.
3 D-H EM apprentices and 1 Disciplined DH EM apprentice Pray to Mabel.{Spiritualism boosts each prayer by 0.5, Total FP of 6}
1 disciplined D-H EM Writer Apprentice researches Metallurgy. Arcanum Mineralis is used as reference.


Question to the GM, how much does making a Primitive Wood House that houses one person cost regent-wise? I mean, did you reduce the number needed by two already?{Extra-Magical reduces cost by two.}
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 14, 2018, 10:24:59 am
I like it when you discipline your zebras.
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on July 14, 2018, 10:33:18 am
Question to GM

Just to be sure, did Stymphalos get the transportation ability that was in its description? if so, how many people would that allow to work off tile for the Aglejo?

That will be important to determine how to best supply them with stone.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 14, 2018, 10:44:57 am
Hmm, probably two, if you want to get materials. 3 if you plan to forage. That cage is how you get the materials back after all.

Your range would be pretty good though.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on July 14, 2018, 11:36:06 am
Mabel
make two light lamps at K1
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 14, 2018, 04:48:10 pm
We're waiting for 3 civs to submit actions.  Let's get some orders in.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 14, 2018, 04:51:17 pm
Question to GM

Just to be sure, did Stymphalos get the transportation ability that was in its description? if so, how many people would that allow to work off tile for the Aglejo?

That will be important to determine how to best supply them with stone.
From reading the description, I get the impression it can transport one worker.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 14, 2018, 05:14:35 pm
Still wondering why a primitive house costs two regents. Thought it was a simple spell I was using.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 14, 2018, 05:17:31 pm
If you want to make a primitive house, wouldn't it make so much more sense to just... Build it normally? It takes 1 labor and nothing else to build a primitive house instead of taking an action AND spell ingredient thingies.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 14, 2018, 05:20:54 pm
I just don't get how that required spell components. And yeah, Hindsight.


If the undead worker isn't reborn, then it is a major threat.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Prismatic on July 14, 2018, 06:08:16 pm
Aglejo

1 expert farmer and 2 workers farm at B6 using 3 crude tools.
2 workers forage for stone at B6 using 2 crude tools.
4 workers research Crop Rotation.
1 worker researches Metal Casting.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 14, 2018, 06:36:35 pm
I just don't get how that required spell components. And yeah, Hindsight.
I was doing the turn quickly, not really thinking about it.  I was thinking that spells that create buildings would always be at least medium complexity.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 14, 2018, 06:37:38 pm
It's a primitive house that houses one worker though. And does that mean that 4 regents is the minimum cost?


Besides which, I'm pretty sure I didn't have regents that turn anyway. I used them all last turn. So discipline would have triggered if that was the case.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 14, 2018, 06:50:09 pm
It's a primitive house that houses one worker though. And does that mean that 4 regents is the minimum cost?


Besides which, I'm pretty sure I didn't have regents that turn anyway. I used them all last turn. So discipline would have triggered if that was the case.
No, you had a lot of reagents.  Do you really want me to take away all your reagents, just so you can build the house normally and save 2 reagents?

The age is going to end in a few turns anyway, so relax.  It's all good.

edit:  Something else you haven't thought of:  Spellcasters are poor at everything except casting spells and research.  Your spellcaster would have failed trying to build a house manually...
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 14, 2018, 06:56:43 pm
Damn, really? Thought we'd least have till 50.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on July 14, 2018, 07:50:39 pm
The age is going to end in a few turns anyway, so relax.  It's all good.

Do you mean Age or Era?
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on July 14, 2018, 08:09:34 pm
Can I add more fertility to a fertile tile? if yes then:
Keerim does nothing

Tellus I have an idea for an artifact that would allow them to use the infinite water of the islands to make stone, so that they don't need to use gatherers
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 14, 2018, 10:02:37 pm
I thought it was already the second Age.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 14, 2018, 11:50:51 pm
The age is going to end in a few turns anyway, so relax.  It's all good.

Do you mean Age or Era?
I mean Age.

This is the Era of Entropy in the Stone Age.  I called it an 'era' to show that it is a calamity that will last more than one turn.  There's no way you could have known that and the confusion I'm seeing is not surprising.  It is basically a dramatic finale to the age.

Can I add more fertility to a fertile tile? if yes then:
Keerim makes B6 more fertile
Having multiple levels of fertility would be very powerful.  Let's say that the cost increases the more fertile it gets.  So, a fertile tile would cost 5.  An extra fertile tile would cost 15, or 10 to add to a fertile tile.  A super fertile tile would cost 35, or 20 to add to an extra fertile.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on July 15, 2018, 12:03:09 am
Hidden Monastery

1 cobra d.BMA with Fey-Hair Ribbon & 2 cobra d.BMA forage food on K10
Neheb with Staff of Discipline & 2 cobra d.BMA forage food on K8
1 seagull d.MMA, 1 seagull d.JMA & 1 worker forage food on J8
1 worker, 1 BMA & 1 woodpecker d.MA forage wood on I8
1 undead python MMA meditates
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on July 15, 2018, 01:35:26 am
Ok, don’t have the FP for that yet then
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on July 15, 2018, 05:39:03 am
I like it when you discipline your zebras.
You mean the part where I discipline them or the part where I threaten to beat them with the Nine Iron?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 15, 2018, 05:57:47 am
The discipline part. Though seeing your nine iron i am considering getting one myself.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on July 15, 2018, 06:38:04 am
Everybody needs a stick to beat people with.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 15, 2018, 06:46:31 am
Agreed byt most of the time you would only need a hand to spank em.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 15, 2018, 06:56:55 am
Turn 42 - The Stone Age - Era of Entropy
(https://i.imgur.com/QTZ987y.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Game Events:
The Keerim faction of the Zebras seems to be obsessed with partying and does nothing else!
The Blarg faction of the Zebras are under siege by a horde of undead merfolk!
The Shrine to Mabel generates 1 FP for Mabel.
The Shrine to Amastay generates 1 FP for Amastay.
The Undead Demihuman Colossus attacks the Palace of Bakhon the Wondrous, but is repulsed by a magical force field.  A wave of Djinn Restlessness is emitted, and all civs get +1 to Djinn Restlessness!  Farsky gets 3 FP!  Mabel gets 3 FP!  Then the Undead Demihuman Colossus begins moving southeast towards I6, the settlement of the Dipnoi!
A horde of wandering undead merfolk at F6 move to G7 and lay siege to Willamette!!  Mabel gets 2 FP.
The forest wights at I1 move to J1!
The mountain wraiths at B8 move to B7!
Viliscyx, Skeletal Demoness, Anvil of Famine and Bringer of Locusts, emerges from a cave at E10!!!  With the arrival of Viliscyx, a plague of locusts descends on the land!  All food production is halved!!!

Godly actions of note:
Nagas gifts 4 FP to Blarg.  Then Nagas creates the divine project "Don of the Dead" and puts 5 FP into it.
Amastay creates a Glowing Pillar at D4 for 10 FP, and creates another Glowing Pillar at H4 for 10 FP.  Then Amastay moves his avatar to D2.
Blarg spends 5 FP to make his Zebras disciplined.
Mabel makes 2 Light Lamps at K1 for 10 FP total.

Civilization actions:

The Jotun Oligarchy
1 workers (BB1) using the artifact "The Lens of Amastay" and 3 workers Pray to Amastay at the Giant Temple of Amastay at E3 generating 16 FP for Amastay.  1 worker (ate bloodberries) gets (lensbuff 1).
1 Greenthumb worker using 1 crude tool and the artifact "Giant Flint Sickle of Harvesting" and 1 Bountiful Gatherer (BB1) using a crude tool and the Artifact "Bountiful Basket" and 4 workers using 4 crude tools... (4 are BB1) Harvest at the Orchard at E4 and get only 20 food because of locusts!  (Tame cobras helped somewhat)
2 Undead workers (1 with plague) attempt to research Undead at D4 but are interrupted.
1 Grand Priest of Amastay using the artifact "Flaming Sword of Purity" and the artifact "Scepter of Purity" and 2 workers (one is BB1, one is BB1, LB1) using two artifact "Light Lamps" and two slings Apply the full force of the artifacts on the two undead workers at D4. The use of lethal force was authorized.  The undead workers were destroyed.  The workers were beloved by some and feared by others, increasing discord in the settlement.  Unrest increases by 15 to 71!
2 workers (BB1) using 2 crude tools Forage for wood at D3 and get 3 wood.
3 workers... (2 are BB1) Continue research on Leadership.
1 Food is fed to the Tame Cobras.
1 Food is given to the Clan of Little People.
1 Grand Priest of Amastay generates 3 FP for Amastay.
Sanitation goes to 100.  Unrest is increased by 8 to 79.
A Glowing Pillar appears in your town square, reducing unrest by 20 to 59! 
1 worker, 1 worker (ate bloodberries), and 1 worker (ate bloodberries, lensbuff 1) go on strike!! 

The People
The grandmaster farmer harvests at H4 with a crude tool and gets 3 food.  Yield was affected by locusts!
The undead worker forages at G3 with a crude tool and gets 0 food.
Ymar with !*Rehield*! and the Armor of Purity And 7 workers with 7 crude spears Attack Bimpo and the host of jesters.
Despite half the workers being paralyzed with dancing fits, Ymar and the rest of the workers destroy the undead.  Ymar took Colossal form and very much enjoyed pummeling Bimpo's painted smug face with his colossal fist, over and over, until nothing remained but a foul smear.  Unrest is reduced by 20 to 10!  Farsky enjoyed watching Ymar take Colossal form, and gets 5 FP!  2 workers were injured.
2 workers and the trapper forage at H4 with 3 crude tools and get 4 food.  Yield was affected by locusts!
3 workers use 3 wood to upgrade a primitive house into a wooden house at H4.
The half-secretary bird researches Temples.
The presence of undead workers continues to raise unrest!  Unrest is increased by 5 to 15.
Another formerly dead worker returns from the dead!  Unrest is increased by 15 to 30!
For the third straight turn, there was inadequate housing available!  Unrest is increased by 20 to 50!
A Glowing Pillar appears in your town square, reducing unrest by 20 to 30!

Dipnoi Republic
The 2 Priests, one of them wearing the Hat, bless 2 Undead Workers in an attempt to reassure the people.  The 2 undead workers have an averse reaction to being blessed, becoming sickly and unable to work this turn!
1 Undead Worker is unable to train to be a priest this turn.
3 Workers butcher at I6 and get 4 food.  Yield was affected by locusts!
1 Snake Fornicator and 2 Snake Tamers forage for Food at I7 and get 5 food.  Yield was affected by locusts!
1 Undead Worker is unable to forage for food this turn.
1 Mud Specialist, 1 Python-style Master, 1 Pygmy Charmer and 5 Workers upgrade 4 Fine Mud Houses into 4 Mud Brick Houses using 8 Mud Bricks.  1 worker was on strike and unable to work.  However, 1 mud specialist was able to pick up the slack!  Amastay gets 1 FP.
2 priests to Nagas generate 3 FP for Nagas.
There is not enough food to feed 2 Tame Giant Anacondas!  They go wild!  1 Giant Anaconda eats a worker!  1 Giant Anaconda is killed by the master python-style martial artist!  Nagas gets 5 FP!
The presence of undead workers increases unrest by 5 to 25.

Cait Sith
The undead worker takes one look at the fountain and refuses to enter it.  No one is able to force it.
The Philosopher argues.
Aeroith uses the Arcanum Botanica to repeat her feat of growing treehouses.  4 reagents are spent and 1 magically grown tree is created.
3 D-H EM workers pick up 3 spears and fish at J-1 and get 5 food.  Yield was affected by locusts!  How, I don't know, it just was!
3 D-H EM workers forage at K-2. 1 Worker is using the Basket. They get 5 food.  Yield was affected by locusts!
3 D-H EM apprentices and 1 Disciplined DH EM apprentice Pray to Mabel and generate 6 FP for Mabel.
1 disciplined D-H EM Writer Apprentice researches Metallurgy.
There is not enough food!  1 worker starves to death!  1 disciplined apprentice starves to death!  1 undead worker, after not being fed, is found dining on the corpse of the starved worker!  Unrest increases by 20 to 50!
The presence of undead workers raises unrest by 5 to 55.
2 workers and 1 apprentice go on strike!

Aglejo
1 expert farmer and 2 workers farm at B6 using 3 crude tools.  They get 9 food.  Yield was affected by locusts!
2 workers forage for stone at B6 using 2 crude tools and get 4 stone.
4 workers research Crop Rotation.
1 worker researches Metal Casting.
A feeling of foreboding increases unrest to 10.

Hidden Monastery
1 cobra d.BMA with Fey-Hair Ribbon & 2 cobra d.BMA forage food on K10 and get 4 food.  Yield was affected by locusts!  Mabel gets 1 FP.
Neheb with Staff of Discipline & 2 cobra d.BMA forage food on K8 and get 2 food.  Yield was affected by locusts!
1 seagull d.MMA, 1 seagull d.JMA & 1 worker forage food on J8 and get 3 food.  Yield was affected by locusts!
1 worker, 1 BMA & 1 woodpecker d.MA forage wood on I8 and get 8 wood.
1 undead python MMA meditates.  Then the undead master python-style martial artist kills one worker and eats it!  Apparently, dying of starvation gave him a driving hunger that can't be satisfied by normal means!!  Unrest increases by 20 to 40!
There is not enough food!  Luckily, the undead python-style master martial artist already dined this turn!  Neheb the legendary disciplined master cobra-style martial artist heroically refuses food so that someone else can eat!  Neheb uses his legendary discipline to yet again survive the hunger!  Disci gets 5 FP!  Neheb is now injured!
The presence of undead workers increases unrest by 5 to 45!
1 worker goes on strike!

Delta Dwellers stagnate.
A feeling of foreboding increases unrest to 10.
Delta Dwellers lose 8 food.
Tallamon the Hero Trainer senses that things are going south and flees to D7!
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 15, 2018, 06:57:33 am
Turn 42 continued

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 15, 2018, 07:09:57 am
I thought Prayer was supposed to reduce Unrest?!



Also, what are the Forest Wrights again?



In addition, what do the Light Lamps actually do?
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 15, 2018, 07:29:59 am
Cait Sith

Aeroith Stikes down the Undead with Wind and Fire. And Also The Arcanum Mineralis.{To petrify the evil-doer}(In general, see it and any others like it dead.)
 "The Fountain has served us for generations. How dare you seek to break our traditions?!"

1 disciplined demihuman extramagical writer apprentice uses the Arcanum Botanica to boost the food available at K-1.


3 demihuman extramagical workers with crude spears fish at K-1.(And why did that affect us, just a horrible roll?)
2 demihuman extramagical apprentices forage at K-1 with the basket.

The Philosopher Leads those on strike to the Light.(Lamps) To further Discipline!
He then leads a round of Prayer to Nature.

Questions to the spirits- "What is happening to the lands. How do we ward off these disasters. And how do I lead my fellow Cait Sith to the path of Discipline?"
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on July 15, 2018, 07:33:54 am
((The lamps are anti-eldritch / insanity items. They won't be useful unless the undead attack you, however if they do the light from them apparently is quite harmful to the undead. I wouldn't reccommend using them upon your undead worker unless you want to kill them.))

GM, why did jotun's unrest level go up when their sanitation went to 100?
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 15, 2018, 07:40:06 am
Believe me, it's re-dying today...


I finally had a lot of food production and now this happens.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on July 15, 2018, 07:43:28 am
I didn't notice last turn, ok
 Delta dwellers
One master fisherman one master spear-warior and a worker with the fish whistle the spike of protection and a crude spear at E7
2 workers forage wood with 2 crude tools at D7
3 workers reaserch Djinn Restlessness
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on July 15, 2018, 07:45:27 am
Mabel
"Hey, Amastay, That famine demoness needs to go. Right now. I don't think we can afford to spend the kind of time my techniques use, with the mounting unrest amoung the civs adding in this food collection penalty they aren't going to have enough workers available to work for them to feed themselves. Do you mind burning some of your rather immense collected power to remove it and its famine effects immediately, before it devastates the civs?"
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on July 15, 2018, 07:53:52 am
Question to GM: how far can Stymphalos move in one turn?

Tellus: Keerim, I am intrigued by your idea. Could you go more in depth? More stone should be useful to them, although perhaps we should weather this calamity first.
The locusts and the demon of famine are a great danger to Aglejo. Considering that direct undead assaults to the floating island have not happened so far, I am tempted to ask Stymphalus to deal with her, although it is risky and would make it leave its current post unattended. What is your opinion on this?
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on July 15, 2018, 08:02:17 am
The Blarg faction of the Zebras are under siege by a horde of undead merfolk!
"Took long enough for some undead to show up, also I need to get rid of that demon thing."
Blarg spends some FP to set E10 on fire, and then he gets into his wagon and runs over the undead merfolk , if the wagon stops being able to kill the undead he'll get out and use the Nine Iron and the Riot Shield to kill more undead merfolk.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 15, 2018, 09:58:26 am
REMINDER TO SELF: Check and update action instruction document

Jotun Oligarchy



Spoiler: Action Post (click to show/hide)
Spoiler: Passive Tech Effects (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 15, 2018, 10:13:45 am
Brightly Glowing Disci appears in the distance of the deltadwellers and fights with the biggest fish in the area. Fistfight to knock the fish out.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on July 15, 2018, 10:15:42 am
Dipnoi Republic

The Anacondas went wild, our food reserves have been depleted and a great danger is coming from the northern lands! These are dire times, but we must not falter.

2 Priests of Nagas muse over the blessing attempt.

"Woah, that was weird. I don't know what to make of that"
"Yeah, definitely didn't feel like they were being blessed. The reverse rather."
"Let's hope it works differently on actual living beings!"


[2] The 2 Priests, one of them wearing the Hat, bless the Python-Style Master and 1 Snake Tamer.
[2] The blessed Snake Tamer and blessed Python-Style Master face the Undead Colossus with 1 Tame Giant Anaconda and 2 Blowdarts.
[1] 1 Undead Worker trains to become an Undead Priest of Nagas at the Ziggurath of I6.
[3] 1 Snake Tamer and 2 Workers butcher at I6
[1] 1 Undead Worker forage for Food at I5
[8] 1 Mud Specialist, 1 Pygmy Charmer, 1 Snake Fornicator and 5 Workers forage for Food at I7.

2 Food is fed to the Tame Giant Anacondas.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on July 15, 2018, 10:24:31 am
The People
Action 1:
6 workers use 6 wood to upgrade 2 primitive houses into wooden houses at H4
Action 2:
The grandmaster farmer with a crude tool
2 workers with crude tools
Harvest at H4
Action 3:
Ymar with !*Rehield*! and the Armor of Purity
The trapper with a crude spear
The half-secretary bird with a crude spear
Hunt at H4
Action 4:
2 workers with 2 crude spears and 2 boats fish at G4
Action 5:
2 undead with 2 crude spears hunt at G3
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 15, 2018, 10:28:16 am
"It looks like you're going to need this more than ever."

Nagas dumps all nine points into Don of the Dead and hopes that he can figure out how to get another six by next turn. Maybe someone will give him a gift in exchange for part-ownership of the Don? cough cough
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 15, 2018, 04:41:12 pm
Praying at some kind of religious building reduces unrest.  Priests reduce unrest more than other workers.  I forgot to reduce unrest by 4 for the Jotun after they had 4 workers pray.  Will fix that.

Prayer not at a temple or ziggurath or whatever does not reduce unrest.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 15, 2018, 04:55:09 pm
Also, what are the Forest Wrights again?
Wights are spirits.

Question to GM: how far can Stymphalos move in one turn?
Let's say 3 squares.

GM, why did jotun's unrest level go up when their sanitation went to 100?
Unrest went up for reasons that have nothing to do with sanitation.  A sanitation level of 100 is the maximum, meaning everything is perfectly sanitary.
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on July 15, 2018, 04:56:50 pm
I can't find the moonblood flower anywhere, I forgot where I put it.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 15, 2018, 05:01:16 pm
Will unrest reduce naturally? If not, how do I reduce it other than that?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 15, 2018, 05:24:23 pm
Good events tend to reduce unrest.  Glowing Pillars reduce unrest.  It might be time for some serious help from the gods.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 15, 2018, 05:26:23 pm
I can't find the moonblood flower anywhere, I forgot where I put it.

Its in the Noteworthy tiles spoiler, at D4.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 15, 2018, 05:46:41 pm
That Zombie is dead this turn.

And can the Gods please remove the Locusts?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Prismatic on July 15, 2018, 05:54:51 pm
Aglejo

1 expert farmer and 2 workers farm at B6 using 3 crude tools.
3 workers forage for food at B6 using 3 crude tools.
1 worker researches Crop Rotation.
3 workers research Metal Casting.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 15, 2018, 06:01:40 pm
A Glowing Pillar appears in your town square, reducing unrest by 20 to 59! 

We need all our workers working.
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on July 15, 2018, 07:31:40 pm
Tellus: Keerim, I am intrigued by your idea. Could you go more in depth? More stone should be useful to them, although perhaps we should weather this calamity first.
The locusts and the demon of famine are a great danger to Aglejo. Considering that direct undead assaults to the floating island have not happened so far, I am tempted to ask Stymphalus to deal with her, although it is risky and would make it leave its current post unattended. What is your opinion on this?
It is simple, the artifact would turn anything that touches one end of it into stone. The type of stone could be controlled by touching the active end to stone of the type you want to produce. It would probably have a size or mass limit for what it could affect at once. (could I get a cost estimate for this GM? with sample limits of 100, 1000, and 10000 kilograms.)

If the famine demon gets closer we should send Stymphalus, but right now it is 4 tiles away.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 15, 2018, 07:41:49 pm
Disci Heals Neheb.
She then proceeds to create Shashame the Scholar at F5.
This being looks like a humanoid frog that is 5meters tall. It has yellow eyes and green skin with brown dots. It is wearing a pin stripe suit that is waterproof. It can learn and write down technologies and teach it to others. It can be easily angered when not given what he wants but loves teaching.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on July 16, 2018, 12:03:32 am
Hidden Monastery

"Discipline prevails"
- from the words of Neheb, headmaster of Hidden Monastery, master of cobra arts

"Damn these locusts! And undead! And..."
- woes of undisciplined worker

"Quite tasty. If morally ambigous. Care I not."
- insane ramblings of undead master of python arts

Praise Disci for healing Neheb!
8 wood is missing from the resources

1 undead python MMA (meditated) researches Deep Meditation, that should allow to lessen food intake for those meditating
Neheb with Staff of Discipline forcefully kicks sense & discipline into 1 undead python MMA (or stops him permanently if ravenous hunger does not subdue)
1 BMA & 2 cobra d.BMA forage food on K8
1 cobra d.BMA with Fey-Hair Ribbon & 2 cobra d.BMA forage food on K10
1 seagull d.MMA, 1 seagull d.JMA & 1 woodpecker MA forage food on J8
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on July 16, 2018, 12:23:18 am
Mabel
Make a pest-repelling straw scarecrow hat at K1, J9, and D4. These hats cause pests that are harmful to crops to be repelled from the tile they are in so long as they are worn by anything with a vaguely human-like shape, like a scarecrow.
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on July 16, 2018, 12:38:28 am
Tellus: Keerim, I am intrigued by your idea. Could you go more in depth? More stone should be useful to them, although perhaps we should weather this calamity first.
The locusts and the demon of famine are a great danger to Aglejo. Considering that direct undead assaults to the floating island have not happened so far, I am tempted to ask Stymphalus to deal with her, although it is risky and would make it leave its current post unattended. What is your opinion on this?
It is simple, the artifact would turn anything that touches one end of it into stone. The type of stone could be controlled by touching the active end to stone of the type you want to produce. It would probably have a size or mass limit for what it could affect at once. (could I get a cost estimate for this GM? with sample limits of 100, 1000, and 10000 kilograms.)

If the famine demon gets closer we should send Stymphalus, but right now it is 4 tiles away.

Isn't that an extraordinarily powerful and dangerous weapon? Besides, I am not sure there would be many targets, besides trees I suppose. Other than that, the pnly solid things big enough would be rocks, and Aglejo. Some restrictions may be in order.

Tellus rests
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on July 16, 2018, 02:25:13 pm
Tellus: Keerim, I am intrigued by your idea. Could you go more in depth? More stone should be useful to them, although perhaps we should weather this calamity first.
The locusts and the demon of famine are a great danger to Aglejo. Considering that direct undead assaults to the floating island have not happened so far, I am tempted to ask Stymphalus to deal with her, although it is risky and would make it leave its current post unattended. What is your opinion on this?
It is simple, the artifact would turn anything that touches one end of it into stone. The type of stone could be controlled by touching the active end to stone of the type you want to produce. It would probably have a size or mass limit for what it could affect at once. (could I get a cost estimate for this GM? with sample limits of 100, 1000, and 10000 kilograms.)

If the famine demon gets closer we should send Stymphalus, but right now it is 4 tiles away.

Isn't that an extraordinarily powerful and dangerous weapon? Besides, I am not sure there would be many targets, besides trees I suppose. Other than that, the pnly solid things big enough would be rocks, and Aglejo. Some restrictions may be in order.

Tellus rests
Yeah, I thought it would be interesting if it wasn’t just a turn water to stone thing, but it might be be better to just make that.

Keerim rests
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 16, 2018, 07:25:43 pm
I'm currently working on doing this turn, but it's taking a very long time.  Must take a break.  Just to let you know.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 16, 2018, 09:43:06 pm
Turn 43 - The Stone Age - Era of Entropy
(https://i.imgur.com/6rYgraz.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Game Events:
The Keerim faction of the Zebras seems to be obsessed with partying and does nothing else!  Some Zebras drop dead from exhaustion!
The Blarg faction of the Zebras are still under siege by a horde of undead merfolk!  Some Zebras starve!
The Shrine to Mabel generates 1 FP for Mabel.
The Shrine to Amastay generates 1 FP for Amastay.
The Undead Demihuman Colossus moves to I6!
The forest wights at J1 move to K1!
The mountain wraiths at B7 move to B6!
Viliscyx, Skeletal Demoness, Anvil of Famine and Bringer of Locusts, moves to E9!  All vegetation there is consumed!  The presence of Viliscyx is still causing a locust problem throughout the land!
Bubulbus, Bloated Zombie Demon, Hammer of Pestilence and Bringer of Plagues, arises at F2!!  A wave of poxes and plagues sweeps the land!!!
The Bear-Man Colossus Ursaxis and his host of bear-men arise from the dead at I5!!

Godly actions of note:
Blarg spends 5 FP to set tile E10 on fire.  This does not seem to affect the demoness.  Blarg runs over some undead merfolk but it doesn't impact the siege much.
Nagas puts 9 FP into the divine project "Don of the Dead."
For 2 FP, Disci heals Neheb.  Then, for 15 FP, Disci creates Shashame the Scholar at F5.
For 5 FP each, Mabel creates Pest-repelling Straw Scarecrow hats at K1, J9, and D4.

Civilization actions:

Cait Sith
Aeroith destroys the undead worker with a fireball.  Since the undead worker had been observed eating a corpse, this causes some relief, reducing unrest by 10 to 45.
1 disciplined demihuman extramagical writer apprentice uses the Arcanum Botanica to create 3 food.
3 demihuman extramagical workers with crude spears fish at K-1.  They get 8 food.  Locusts still have an effect but the Straw hat reduces the effect some.
2 demihuman extramagical apprentices forage at K-1 with the basket.  They get 1 food.  Apprentices are poor at foraging.  Locusts still have an effect but the Straw hat reduces the effect some.
The philosopher can do nothing but argue.
Another long dead worker returns from the dead and resumes his previous life in the settlement as if nothing happened!  Unrest increases by 15 to 60!
The pox spreads through the settlement like wildfire!  3 workers and 1 apprentice come down with the pox!
Forest wights arrive at your settlement!  They are ghosts that are partly of this realm, and partly of the spirit realm!  "We have come for Aeroith," they say.  "She must come with us, or we will take you all."
3 workers with the pox go on strike!

Delta Dwellers
One master fisherman, one master spear-warrior, and a worker with the fish whistle the spike of protection and a crude spear fish at E7 and get 6 food.  Yield was reduced by famine effects.
2 workers forage wood with 2 crude tools at D7 and get 7 wood.
3 workers reaserch Djinn Restlessness.
A feeling of foreboding increases unrest to 20.
3 workers get the pox!

The Jotun Oligarchy
1 Grand Priest of Amastay using the artifact "Flaming Sword of Purity" and the artifact "The Lens of Amastay" Prays to Amastay at the Giant Temple of Amastay at E3 generating 4 FP for Amastay.  Unrest is reduced by 3 to 52.  The Grand Priest gets (lensbuff 9).
1 Greenthumb worker using 1 crude tool and the artifact "Giant Flint Sickle of Harvesting" and 1 Bountiful Gatherer (BB1) using a crude tool and the Artifact "Bountiful Basket" and 4 workers using 4 crude tools and 1 artifact "Light Lamp"... (4 are BB1) Harvest at the Orchard at E4 and get 25 food.  Yield was reduced by locusts.  Yield loss was mitigated by the tame cobras and the straw hat some.
3 workers using 3 slings... (2 are BB1, 1 is BB1, LB1) Butcher at the ranch at E4 and get 9 food.  ^^ As above.
3 workers using 3 crude tools create 2 wooden carts.
3 workers using 3 crude tools and 1 artifact "Light Lamp"... (1 are BB1) Forage for wood at D3 and get 5 wood.
2 workers using 2 crude tools... (2 are BB1) create 3 crude tools.
2 workers using 1 artifact "Scepter of Purity"... (2 are BB1) Continue research on Leadership and the tech is complete!
1 Food is fed to the Tame Cobras
1 Food is given to the Clan of Little People
4 Food is spent to create a new worker.  Farsky gets 1 FP.  Mabel gets 1 FP.
1 Grand Priest of Amastay generates 3 FP for Amastay.
Sanitation stays at 100.  Unrest is increased by 4 to 56.
The Glowing Pillar reduces unrest by 20 to 36.
Another worker returns from the dead and resumes life as if nothing has happened!  Unrest increases by 15 to 51!
A strange plague sweeps the settlement!  6 workers and 2 workers (ate bloodberries) get the strange plague!
A group of undead Potato Pirates arrive outside your settlement!  They stand there staring morosely at your settlement, creeping people out and increasing unrest by 5 to 56!
3 workers go on strike!

Dipnoi Republic
Though the Python-style master martial-artist was blessed, he was not able to defeat the Undead Demihuman Colossus!  The master python-style martial artist was killed!
The Giant Anaconda is still wild!  It rampages through your settlement!  Nagas gets 5 FP!
The Undead Demihuman Colossus easily punches through the mud barricade and rampages through your settlement!  The settlement is destroyed!  Farsky gets 8 FP!  Mabel gets 5 FP!
A few workers escape and become refugees.  1 priest of Nagas and 3 workers escape with 7 food.  If you wish to continue, you can relocate to a new settlement within 2 tiles of your old settlement.
1 priest of Nagas generates 1 FP for Nagas.

The People
6 workers use 6 wood to upgrade 2 primitive houses into wooden houses at H4.
The grandmaster farmer with a crude tool, 2 workers with crude tools Harvest at H4 and get 6 food.  Yield was reduced by locusts.
Ymar with !*Rehield*! and the Armor of Purity, The trapper with a crude spear, The half-secretary bird with a crude spear Hunt at H4 and get 5 food.  Yield was reduced by locusts.
2 workers with 2 crude spears and 2 boats fish at G4 and get 4 food.  Yield was reduced by famine effects.
2 undead with 2 crude spears hunt at G3 and get 2 food.  Yield was reduced by famine effects.
The presence of undead workers increases your unrest by 5 to 35!
The Glowing Pillar reduces unrest by 20 to 15.
Your population is afflicted with a curious plague!  5 workers get the curious plague!

Aglejo
1 expert farmer and 2 workers farm at B6 using 3 crude tools and get 7 food.  Yield was reduced by locusts.
3 workers forage for food at B6 using 3 crude tools and get 5 food.  Yield was reduced by locusts.
1 worker researches Crop Rotation and the tech is complete!
3 workers research Metal Casting.
Mountain wraiths haunt your settlement.  Unrest is increased by 20 to 30.
Dysentery afflicts your settlement!  4 workers are injured and cannot work next turn!

Hidden Monastery
At the beginning of the turn, Neheb is healed by Disci.
1 undead python MMA is unable to research because of combat.
Neheb with Staff of Discipline forcefully kicks sense & discipline into 1 undead python MMA.
After confronting the undead python-style master about his cannibalism, the dispute erupts into combat.  Finally, the age-old question of which style -- python or cobra -- is superior can be answered!  The entire monastery gathers to watch the fight.  In the end, Neheb is victorious, the undead python master is destroyed, and cobra-style proves to be superior!  Nagas gets 3 FP!  Unrest is reduced by 20 to 25.
1 BMA & 2 cobra d.BMA forage food on K8 and get 6 food.  Yield was reduced by locusts.  Yield loss was mitigated by hat.
1 cobra d.BMA with Fey-Hair Ribbon & 2 cobra d.BMA forage food on K10 and get 3 food.  Yield was reduced by locusts.  Yield loss was mitigated by hat.  Mabel gets 1 FP.
1 seagull d.MMA, 1 seagull d.JMA & 1 woodpecker MA forage food on J8 and get 3 food.  Yield was reduced by locusts.  Yield loss was mitigated by hat.
Another worker returns from the dead.  Unrest is increased by 15 to 40.
The pox runs through the settlement like wildfire!  1 beginner martial artist and 4 disciplined beginner cobra-style martial artists get the pox!
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 16, 2018, 09:43:48 pm
Turn 43 continued

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 16, 2018, 09:50:22 pm
2 things immediately pop out at me. The lensbuff was the  8) emoticon two turns in a row, so that should be 9 I think.

Also, I feel that a tech should never display at 10/10 incomplete. (Leadership)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on July 16, 2018, 10:00:51 pm
...
I was at 16
I spent 15
I gained 9
I'm now at 20?
I do believe I have twice as much FP as I should have.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 16, 2018, 10:11:19 pm
DisciOrders tallamon to follow shashamane and discipline him. She orders Shashamane to go to E8 and learn boatmaking from the deltadwellers.

Zap one of the Monastary to become an apprentice of Rocky Fist Style.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 16, 2018, 10:12:49 pm
REMINDER TO SELF: Check and update action instruction document

Jotun Oligarchy

The Jotun Oligarchy is forced to enter survival mode.

Spoiler: Action Post (click to show/hide)
Spoiler: Passive Tech Effects (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on July 16, 2018, 10:15:03 pm
The scepter of purity was specifically made to counter plagues (since that's what the seagulls had) so I question why it didn't prevent the plague this time.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 16, 2018, 10:15:37 pm
...
I was at 16
I spent 15
I gained 9
I'm now at 20?
I do believe I have twice as much FP as I should have.
fixed

2 things immediately pop out at me. The lensbuff was the  8) emoticon two turns in a row, so that should be 9 I think.

Also, I feel that a tech should never display at 10/10 incomplete. (Leadership)
fixed.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 16, 2018, 10:15:46 pm
The scepter did not work because not all of my workers were on the same tile as it.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on July 16, 2018, 10:16:25 pm
The scepter did not work because not all of my workers were on the same tile as it.

ah. Thank you. You should be able to clear it up this turn then.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 16, 2018, 10:17:59 pm
ah. Thank you. You should be able to clear it up this turn then.

That's the ideal, but I think the GM has other plans. Then again, sanitation is at 100 so maybe it won't spread this time.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on July 16, 2018, 11:00:18 pm
Dipnoi Remnants

O gods... Tragedy, this is such a tragedy... Our people, our homes, our ziggurath... all gone and turned back to dust.

Nagas child turned on us at the worst moment, and there was nothing we could do but flee. The survivors are broken and desperate, but we must not falter. I, the last Priest, must lead the Dipnoi to safety...


To the Southern Swamps of I7.

------

Aw, such a tragic end for the Republic :(
In the end, Nagas was more of a thorn in the foot it seems, as the Anacondas never really granted a hunting bonus, instead draining food and slowing development.

I initially wanted to have Giant Anacondas as mounts/hunting partners, but had to reconsider it after seeing the tame ones just granted a combat bonus. Increasing their population was definitely not possible seeing how they consumed so much food.

Though the Dipnoi don't know that of course :p
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on July 16, 2018, 11:02:56 pm
Hidden Monastery

"Discipline always helps."
- Neheb, headmaster of Hidden Monastery, master of cobra arts

"And now we have pox. Great, just... Great."
- cynical journeyman of seagull arts

Pox-affected workers not mentioned to be injured, so they were used for food gathering.
Is it possible to advance Neheb to grandmaster, or some research should be completed first?

Neheb with Staff of Discipline kicks sense & discipline into 1 undead worker (or stops it permanently if it proves unreasonable)
1 BMA & 2 cobra d.BMA forage food on K8
1 cobra d.BMA with Fey-Hair Ribbon, 1 worker & 1 cobra d.BMA forage food on K10
1 seagull d.MMA, 1 seagull d.JMA & 1 woodpecker MA forage food on J8
1 cobra d.BMA (without pox) crafts quaterstaff
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 16, 2018, 11:19:26 pm
Dipnoi Remnants

O gods... Tragedy, this is such a tragedy... Our people, our homes, our ziggurath... all gone and turned back to dust.

Nagas child turned on us at the worst moment, and there was nothing we could do but flee. The survivors are broken and desperate, but we must not falter. I, the last Priest, must lead the Dipnoi to safety...


To the Southern Swamps of I7.

------

Aw, such a tragic end for the Republic :(
In the end, Nagas was more of a thorn in the foot it seems, as the Anacondas never really granted a hunting bonus, instead draining food and slowing development.

I initially wanted to have Giant Anacondas as mounts/hunting partners, but had to reconsider it after seeing the tame ones just granted a combat bonus. Increasing their population was definitely not possible seeing how they consumed so much food.

Though the Dipnoi don't know that of course :p

It ain't over yet.  You still have all your tech research and will be fine if you can survive until the end of the age.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on July 16, 2018, 11:22:17 pm
The last days of this world may be coming, but we will be prepared for it
 Delta dwellers
Master fisherman and a worker with a crude spear and the fish whistle fish at E8
2 disciplined workers reaserch Djinn Restlessness
Master spear-warior and 3 workers with the pox with 4 crude tools create crude spears
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on July 16, 2018, 11:26:01 pm
Why did stymphalos do nothing about Wraiths? Are they completely incorporeal and immune to physical damage?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on July 16, 2018, 11:26:10 pm
Of course this is far from the end! But still, pretty tragic for the Dipnoi people. 75% casualty rate if we don't count the Undead Workers as casualties. :p
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on July 16, 2018, 11:28:18 pm
The People
Action 1:
3 workers with 3 crude spears and 3 boats fish at G5
Action 2:
The grandmaster farmer with a crude tool
2 workers with 2 crude tools
Harvest at H4
Action 3:
2 workers with 2 crude tools forage for food at H4
Action 4:
Ymar with !*Rehield*! and the Armor of Purity
The trapper with a crude spear
The half-secretary bird with a crude spear
Hunt at H4
Action 5:
3 workers with the curious plague forage for reagents at G3 with 3 crude tools
Action 6:
2 undead workers research Temples
Action 7:
2 workers with the curious plague pray to Amastay

"O Amastay, grant us a means to overcome the locusts that drive us to the brink of starvation!"

9 reagents are used to heal 3 workers with the curious plague
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 16, 2018, 11:34:36 pm
Why did stymphalos do nothing about Wraiths? Are they completely incorporeal and immune to physical damage?

Quote from: Stymphalos
It will ward off any danger, internal or external, that can be deterred by physical might, even at a great danger to itself.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 16, 2018, 11:48:56 pm
I initially wanted to have Giant Anacondas as mounts/hunting partners, but had to reconsider it after seeing the tame ones just granted a combat bonus.
That was what I was hoping for too. I guess I should have just given you small snakes at first, at least until you were in a better position to keep larger ones. Oh well, maybe you can recapture that wild one someday.

Nagas finishes the Don of the Dead project for six FP, then recommends that he quickly establish control of the Undead Demihuman Colossus and take him north to reconvene with the Bear-Man Colossus and purge the world of unbelievers (in Nagas). Then he uses three more FP to Zap a Dipnoi worker with Swamp Druidism to help the Dipnoi reëstablish.

"I see ye were nae ready for the great pouer o snaiks, Dipnoi. Maith an forgive me, the fault is mine; I pushed ye tae hard, tae fast. Yet I maun push ye again, tae raid ye own ruins and reclaim the Hat sae ye may claim ye role as my High Priest aince mair. Me be with ye!"
Title: Re: Gridhood: Aspects of the Divine!
Post by: Prismatic on July 16, 2018, 11:51:50 pm
Aglejo

3 workers farm at B6 using 3 crude tools.
2 workers forage for food at B6 using 3 crude tools.
1 worker prays to Tellus.
(Injured workers: 4)
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on July 17, 2018, 12:02:42 am
Why did stymphalos do nothing about Wraiths? Are they completely incorporeal and immune to physical damage?

Quote from: Stymphalos
It will ward off any danger, internal or external, that can be deterred by physical might, even at a great danger to itself.

Well yes, that is why I asked if they were immune to physical might. I guess they are.

On another note, how big is the range of stymphalos? Would it be able to reach and engage the demoness this turn?
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on July 17, 2018, 12:56:07 am
"Ok guys, this is starting to get out of hand, this partying needs to get organized."
Keerim creates Sirocco the Party King at G9. Sirocco is a large green parrot that will organize the zebras' parties, ensuring that nobody dies and that there are sufficient party snacks. He has the power to stop non-compliant parties to enforce his will.

I think stymphalos has a 3 tile range, so he should be able to reach the demoness
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 17, 2018, 09:03:52 am
Someone smite those things already. This is getting out of hand.


We've come to a complete halt. Unable to gather food, workers not being killed before they enter.. That's what the barricade is supposed to be for. They are not allowed here.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 17, 2018, 09:29:03 am
Cat Sith
Event: Spiritualism

Aeroith speaks to them.

"As you can see, our people are in dire straights. I cannot simply leave while they go through this time."

"Would you aid me in speaking to the people first?"


Aeroith says, "Suffer not the Undead, for they bring nought but suffering in their wake."
She then uses the Arcanum Botonica to create Magical Healing Herbs within the Fountain of Rebirth.
"Go and be cured, and resist this sickness upon our people."

She passes on the Arcanum to the Writer, and leaves the settlement with 2 of the apprentices and the Philosopher.. They travel with the Wrights.
{Well, they did say they would take us all, this is for the good of the tribe.}

The Zombie worker is banished from the settlement, to be met with fire if it or any others like it return.{Seriously, kill it with fire already. We have the spell, let us use it!}

3 Workers with pox on strike.

1 Apprentice with the Pox enters the Fountain of Rebirth.

2 workers pick up spears and fish at J-1. 1 of the workers use the basket. The other has the Straw Hat.

The Writer Apprentice follows Aeroith's wishes, striking down any undead with Fireballs.


Note: Hostile to Undead Workers.
In case that wasn't enough of a hint, no more undead workers! Kill them with FIRE!

GM, please tell me if there is a problem with my actions this turn. Though there shouldn't be at all, with everyone capable of Spiritualism, and them already speaking to us.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on July 17, 2018, 11:31:38 am
Amastay spends 5 fp to create the book of memories for the Dipnoi Remnants. It is a complete history of the dipnoi republic, and the tales within and preservation of their culture will help reduce unrest.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 17, 2018, 11:50:39 am
It should be noted, we don't have that many dead. Can someone please get rid of these locusts?
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on July 17, 2018, 11:51:40 am
"I have to kill these undead faster."
Blarg gets out of the wagon and uses the Nine Iron and the Riot Shield to kill more of the undead merfolk whilst encouraging the Zebras to help with the killing.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on July 17, 2018, 12:42:54 pm
It should be noted, we don't have that many dead. Can someone please get rid of these locusts?
You need to double-check the contents of your tile.
Hidden Monastery

"Discipline always helps."
- Neheb, headmaster of Hidden Monastery, master of cobra arts

"And now we have pox. Great, just... Great."
- cynical journeyman of seagull arts

Pox-affected workers not mentioned to be injured, so they were used for food gathering.
Is it possible to advance Neheb to grandmaster, or some research should be completed first?

Neheb with Staff of Discipline kicks sense & discipline into 1 undead worker (or stops it permanently if it proves unreasonable)
1 BMA & 2 cobra d.BMA forage food on K8
1 cobra d.BMA with Fey-Hair Ribbon, 1 worker & 1 cobra d.BMA forage food on K10
1 seagull d.MMA, 1 seagull d.JMA & 1 woodpecker MA forage food on J8
1 cobra d.BMA (without pox) crafts quaterstaff
So do you

at least Jotun noticed.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on July 17, 2018, 01:39:29 pm
It should be noted, we don't have that many dead. Can someone please get rid of these locusts?
You need to double-check the contents of your tile.
Hidden Monastery

"Discipline always helps."
- Neheb, headmaster of Hidden Monastery, master of cobra arts

"And now we have pox. Great, just... Great."
- cynical journeyman of seagull arts

Pox-affected workers not mentioned to be injured, so they were used for food gathering.
Is it possible to advance Neheb to grandmaster, or some research should be completed first?

Neheb with Staff of Discipline kicks sense & discipline into 1 undead worker (or stops it permanently if it proves unreasonable)
1 BMA & 2 cobra d.BMA forage food on K8
1 cobra d.BMA with Fey-Hair Ribbon, 1 worker & 1 cobra d.BMA forage food on K10
1 seagull d.MMA, 1 seagull d.JMA & 1 woodpecker MA forage food on J8
1 cobra d.BMA (without pox) crafts quaterstaff
So do you

at least Jotun noticed.

Quote
Yield was reduced by locusts.  Yield loss was mitigated by hat.

Noticed, but effect seem to be working even if Hat remains at main tile; mayhaps if we take it with one party, locusts might be repelled 100%... But general efficiency of gathering here is 130~250% (100~200% with hat) - which is meh compared to some other civs that use multiplying artifacts - and nearing 60~130% without hat. I'm vary of getting hat out of J9 and losing its (milder?) effect on surroundings.

You do get my thanks for it, but unless GM states it'll still affect all tiles, I'll pass actually using it
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on July 17, 2018, 02:26:10 pm
Keerim, I intend to do something at least in regards to wraiths and locusts. Rock gathering seems very secondary, with an impending apocalypse and the increased suffering.
I have a few ideas in this regard, 2 of which I can enact on my own, and one which will require additional power.

1)Imbue Stymphalos with a radiant quality to ward off harmful spirits
2)Make the islands resonate in a calming frequency, to mend the souls of both living and dead.


However, with additional FP I would do Phoenix, the radiant sentinel

Phoenix is a companion bird to Stymphalos, made of shining orichalcum, smaller and with a gentler bird. It has no significant physical weapons, but it can flare, producing an holy light to ward spirits, and enough heat to damage small creatures, like locust swarms.

So the question is, do you feel like joining up again next turn?
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on July 17, 2018, 04:14:43 pm
Sure, I just need to make sure that my zebras stop killing themselves.
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on July 17, 2018, 04:33:55 pm
I understand the needs of your other followers. We shall take a decision next turn.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on July 17, 2018, 07:02:15 pm
Huh, you're right Sarrak. I didnt notice those lines in the civ results, my apologies.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 18, 2018, 07:35:22 am
Turn 44 - The Stone Age - Era of Entropy
(https://i.imgur.com/DtzAXPZ.png)
Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Game Events:
The Keerim faction of the Zebras party on with the help of the Party King.
The Blarg faction of the Zebras are still under siege by a horde of undead merfolk!  They've lost half their number to starvation!  Blarg's efforts without any kind of avatar come to naught!
The Shrine to Mabel generates 1 FP for Mabel.
The Shrine to Amastay generates 1 FP for Amastay.
The forest wights leave this world, taking with them the legendary Magus Aeroith.
The mountain wraiths at B6 haunt the settlement.
The Undead Bear-Man Colossus Ursaxis and the host of undead bear-men devastate tile I5!
Don of the Dead arises at I6!  With much difficulty, he takes control of the Undead Demihuman Colossus at I6!
Tallamon the Hero Trainer moves to E8 to help the Delta Dwellers.
Viliscyx, Skeletal Demoness, Anvil of Famine and Bringer of Locusts, moves to E8!
Bubulbus, Bloated Zombie Demon, Hammer of Pestilence and Bringer of Plagues, moves to E3!
Eyrisces, Undead Demonic Siren, Forge of Despair and Bringer of Insanity, appears at K11!!!  Her unholy scream brings madness and despair!

Godly actions of note:
Disci zaps a Hidden Monastery disciplined beginner cobra-style martial artist with the pox into a beginner rocky fist-style martial artist for 3 FP.
Nagas puts 6 FP into the divine project "Don of the Dead," completing the project!  Then Nagas zaps a Dipnoi worker into a swamp druid for 3 FP.
Keerim creates Sirocco the Party King at G9 for 5 FP!
Amastay creates the Book of Memories at I7 for 5 FP.

Civilization actions:

The Jotun Oligarchy
An unholy shriek brings madness and despair to those weak of spirit!
1 worker (BB1) using the artifact "Lens of Amastay" and the artifact "Scepter of Purity" and 6 workers with strange plague and 2 workers (BB1) with strange plague Pray to Amastay at the Giant Temple of Amastay at E3.  They are interrupted by the arrival of the Bloated Zombie Demon Bubulbus!  4 workers leap to their deaths from the mountaintop, while the remaining five collapse into pustuled mounds of diseased flesh!!  The Scepter of Purity tries to protect the workers, but is overwhelmed by the unholy power of Bubulbus, and is destroyed!  The Holy Mountain of Amastay becomes a Defiled Mountain, and the Giant Temple to Amastay becomes a defiled giant temple!
1 Greenthumb worker using 1 crude tool and the artifact "Giant Flint Sickle of Harvesting" and 1 Bountiful Gatherer (BB1) using a crude tool and the Artifact "Bountiful Basket" and 4 workers using 4 crude tools, 1 artifact "Pest-repelling Straw Scarecrow Hat" and 1 artifact "Light Lamp"... (4 are BB1) Harvest at the Orchard at E4.  The unholy shriek causes 1 worker to collapse into the fetal position, unable to work this turn.  However, the Light Lamp seems to provide some amount of protection from the despair, and the hat repels all vermin from the orchard when used this way.  They get 32 food.
3 workers using 3 slings... (2 are BB1) attempt to Butcher at the ranch at E4.  1 worker collapses in despair and is unable to work!  The remaining workers get 3 food.  Yield was reduced by locusts.
1 Grand Priest of Amastay using a sling and the artifact "Flaming Sword of Purity" and 2 Workers (BB1, LB1) using 2 slings, 1 artifact "Light Lamp" and 1 artifact "The Stone of Grounding" Hunt at D5.  The presence of the Grand Priest has a soothing effect on the workers and they are able to shrug off the effects of the shriek.  They get 7 food.
1 undead worker Researches Undead on tile D5.
1 Food is fed to the Tame Cobras
1 Food is given to the Clan of Little People
1 Grand Priest of Amastay generates 3 FP for Amastay.
The presence of undead in the settlement raises unrest by 5 to 61.
The Glowing Pillar reduces unrest by 20 to 41.
1 Greenthumb worker gets the pox.
Undead Potato Pirates continue to stand there staring at your settlement.

Dipnoi Republic
An unholy shriek brings madness and despair to those weak of spirit!  However, despair is nothing new to the Dipnoi right now.  It has no effect.
The Dipnoi relocate to I7.  They have no houses, but will be immune to unrest for a few turns.
1 priest of Nagas generates 1 FP for Nagas.
Nagas zaps a worker into a swamp druid.
1 worker comes down with the pox.
The pygmies take pity on you and gift you 6 reagents.

Hidden Monastery
An unholy shriek brings madness and despair to those weak of spirit!
Neheb with Staff of Discipline kicks sense & discipline into 1 undead worker.  As before, the undead worker does not listen to reason and is destroyed by Neheb.  Unrest is reduced by 10 to 30.
1 BMA & 2 cobra d.BMA attempt to forage for food on K8.  1 beginner martial artist succumbs to despair and commits suicide!  The 2 disciplined beginner martial artists are able to resist the despair.  They get 4 food.  Yield is reduced by locusts.  Losses mitigated by hat.
1 cobra d.BMA with Fey-Hair Ribbon, 1 worker & 1 cobra d.BMA forage food on K10.  1 worker collapses in despair and can't work.  The other 2 disciplined workers fight through the despair and get 3 food.  Yield is reduced by locusts.  Losses mitigated by hat.  Mabel gets 1 FP.
1 seagull d.MMA, 1 seagull d.JMA & 1 woodpecker MA forage food on J8.  They get 4 food.  Yield is reduced by locusts.  Losses mitigated by hat.
1 cobra d.BMA crafts 1 quaterstaff.
1 disciplined beginner cobra-style martial artist with the pox is transformed into a beginner rocky fist-style martial artist without the pox.
1 disciplined beginner cobra-style martial artist with the pox recovers and is now pox resistant.
2 disciplined beginner cobra-style martial artists die of the pox!
1 worker and 1 disciplined journeyman seagull-style martial artist contract the pox!

Delta Dwellers
An unholy shriek brings madness and despair to those weak of spirit!
Master fisherman and a worker with a crude spear and the fish whistle fish at E8.  The undisciplined worker collapses in despair and is unable to work.  The master fisherman gets 3 food.  Yield is reduced by famine.
2 disciplined workers research Djinn Restlessness and the tech is complete!
Master spear-warrior and 3 workers with the pox with 4 crude tools start to create crude spears.  Instead, they take up arms because the settlement is attacked!
Viliscyx, Skeletal Demoness, Anvil of Famine and Bringer of Locusts attacks the settlement!  Apzu the River Dragon, Tallamon the Hero Trainer, and a master spear warrior and 3 workers come to the settlement's defense.
Viliscyx opened her unholy maw, spewing forth a wave of foul insects!  The mass of insects was so thick, it threatened to drown the defenders; but Apzu destroyed much of it with a freezing breath attack.  Viliscyx swept aside Tallamon and the workers and closed with the dragon with unholy speed.  Demoness and dragon tangled and the earth shook.  The dragon was injured by the razor claws of the demoness, and it looked as if the dragon would lose.  Then the master spear warrior impaled the demoness with the artifact Spike of Protection.  The artifact spear was destroyed, but it caused the wounded demoness to flee back to tile E9!
Tallamon and 2 workers were killed.  The dragon was gravely injured.  The master spear warrior has performed a heroic deed, is now legendary, and can be named!
1 worker dies of the pox!
1 disciplined master fisherman gets the pox!

The People
An unholy shriek brings madness and despair to those weak of spirit!
9 reagents are used to heal 3 workers with the curious plague.
3 workers with 3 crude spears and 3 boats attempt to fish at G5.  1 worker is enfeebled by despair and can't work!  The remaining workers get 5 food.  Yield is reduced by famine.
The grandmaster farmer with a crude tool 2 workers with 2 crude tools attempt to Harvest at H4.  1 worker commits suicide!  1 worker cries in bed and can't work!  The grandmaster farmer gets 3 food.  Yield is reduced by famine.
2 workers with 2 crude tools forage for food at H4 and get 4 food.  Yield is reduced by famine.
Ymar with !*Rehield*! and the Armor of Purity, The trapper with a crude spear, The half-secretary bird with a crude spear attempt to Hunt at H4.  1 trapper curls into a ball and whimpers.  The remainder get 3 food.  Yield is reduced by famine.
3 workers with the curious plague forage for reagents at G3 with 3 crude tools and get 9 reagents.
2 undead workers research Temples.
2 workers with the curious plague pray to Amastay.
The presence of undead in the settlement increases unrest by 10 to 40.
The Glowing Pillar reduces unrest by 20 to 20.
1 worker with curious plague recovers.  1 worker with curious plague succumbs!  That worker finds that it now has a curious desire to wear lipstick and tight cashmere sweaters, which is very strange, considering these things haven't been invented yet!
3 workers get the pox!

Aglejo
An unholy shriek brings madness and despair to those weak of spirit!
3 workers farm at B6 using 3 crude tools.  2 workers are too busy contemplating hanging themselves to work.  1 worker manages to get 2 food.  Yield is reduced by famine.
2 workers forage for food at B6 using 3 crude tools.  1 worker curls into a ball and whimpers.  The other worker gets 2 food.  Yield is reduced by famine.
1 worker prays to Tellus.
4 workers recover from injuries.
2 workers get the pox!

Cait Sith
An unholy shriek brings madness and despair to those weak of spirit!
1 Apprentice with the Pox enters the Fountain of Rebirth.  The apprentice is reborn pox-free.
2 workers pick up spears and fish at J-1. 1 of the workers uses the basket and the Straw Hat.  1 worker is crippled by despair and doesn't work.  The other gets 8 food.
The Writer Apprentice destroys the undead worker with a fireball.  Unrest is reduced by 10 to 50.
1 worker recovers from the pox and is now pox resistant.  2 workers die from the pox!
Aeroith leaves this world with the forest wights!  The wights were only interested in Aeroith and leave the others behind.
1 apprentice and 1 philosopher get the pox!
2 workers go on strike!
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 18, 2018, 07:35:46 am
Turn 44 continued

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on July 18, 2018, 07:51:33 am
Nvm
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on July 18, 2018, 08:02:34 am
Ok. I think this is enough. Large action post incoming after class.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on July 18, 2018, 09:23:41 am
"Well everything's pretty much gone to complete shit, everybody's starving and the Nine Iron doesn't do a damn thing, I guess its time to try something extreme."
Blarg spends 4FP to set all the undead merfolk on fire then he runs over any that are left with the wagon.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 18, 2018, 10:01:42 am
Question? can I use regents to heal the pox?

Also,a boost to metallurgy would be appreciated. Or at least know how much it costs.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on July 18, 2018, 10:33:20 am
Mabel
monitor Aeroith and the pixies, if they get in trouble I want to spend FP on the spot to help them.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 18, 2018, 10:52:04 am
Disci orders shashamane to go to k1 to learn from the cait sith.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 18, 2018, 10:55:47 am
...You will be met with fire. Go away.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on July 18, 2018, 11:15:25 am
The avatar of Amastay ascends to hover over the center of the world, suveying the full extent of the entropic chaos and destruction below him. If this world is to survive, it must be saved. He thinks for a long time until at last he comes to a decision. This world is worth saving.

He gathers all his energy together and releases a massive blast of purifying energy, burning away all the undead, demons, plague, ghosts, and other nefarious maladies that haunt the world, ending the era of entropy. He uses 100fp to do this.

Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 18, 2018, 12:13:28 pm
...You will be met with fire. Go away.
Hahahahahahahaha.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 18, 2018, 12:14:03 pm
burning away all the undead,
Kindly except the ones who work for me, okay
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 18, 2018, 12:21:36 pm
burning away all the undead,
Kindly except the ones who work for me, okay


That's simply not going to happen. Remember the Eye of Screaming? You reap what you sow.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 18, 2018, 12:36:28 pm
That's simply not going to happen. Remember the Eye of Screaming? You reap what you sow.
was I talking to you?

Nagas Zaps a Cait Sith worker into a Witch Hunter with the secret desire to purge magic from the world, but neglects to tell anybody which one it will be. That's a secret.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 18, 2018, 12:53:10 pm
....That is what I meant.. With your luck, you'll get the Philosopher.


Also, that won't even work in the first place, We ARE Magic, that's our trait, so they'd be suicidal.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on July 18, 2018, 12:54:07 pm
burning away all the undead,
Kindly except the ones who work for me, okay

Do you want to drop me an extra 50 fp to make this worldspanning wave of purifying energy select only specific abominations?
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 18, 2018, 12:55:10 pm
Just end the age please, before we all die.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 18, 2018, 12:58:27 pm
Do you want to drop me an extra 50 fp to make this worldspanning wave of purifying energy select only specific abominations?
I'm pretty confident you could just add the words "except for those created by a god" and not have to pay any extra for it.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 18, 2018, 12:59:58 pm
other nefarious maladies.


Exempting you means the Vines stick around.

The river dragon and all other non-nefarious creations stick around.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on July 18, 2018, 01:03:53 pm
Do you want to drop me an extra 50 fp to make this worldspanning wave of purifying energy select only specific abominations?
I'm pretty confident you could just add the words "except for those created by a god" and not have to pay any extra for it.

So, leave the undead collosi and their hordes?
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 18, 2018, 01:09:02 pm
Cat Sith
[/s]1 demihuman extramagical worker (pox resistant) picks up their spear, the basket, and straw hat, and fishes at K-1.

2 demihuman extramagical apprentice research Metallurgy.{Bit of help with this would be appreciated.} Arcanum Mineralis is used as a reference,
1 demihuman extramagical apprentice(with pox) is healed with regents, he helps to research Metallurgy, and brings a light lamp with him.

1 disciplined demihuman extramagical writer apprentice copies the Hogwarts Instructions from the Arcanum Botanica into a book.{Easy, if it's just copying} He remains near a Light Lamp for Light.

1 disciplined demihuman extramagical philosopher (with pox) Argues. With True Discipline! Near the Fountain of Rebirth.



Please do not. I would like the Maladies gone, all of them.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on July 18, 2018, 01:23:22 pm
Current age is quite fun and survivable... But just that. Improvements are near impossible to make, every turn is a fight for survival. And I fucking hate food shortages, if not for them... I would have an ideal 0 deaths until it would be too late >:(
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 18, 2018, 01:26:23 pm
Same here, I was finally about to expand my research projects, and then Bam*, undead and famine killing us. We do not have farms, we were about to, but we don't now, nor will we get them.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on July 18, 2018, 01:28:58 pm
Heh. Funny that. You went full magic, I went full martial... And we both have near exact same problems

The only thing that prevented me from researching gathering etc. was seeing how powerful are god-given artifacts compared to technologies of Stone Age
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 18, 2018, 01:33:15 pm
Somehow, someway, I am going to meet up with your people next age. We would be far more powerful together than apart.


And that frog had better not think it can just steal my magic research for no trade.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on July 18, 2018, 01:41:39 pm
The gods gave us life for another year to live, and we will use it, we will survive and thrive the world after the end
- ApzuTallamon the legendary spearwarrior
Delta Dwellers
Master fisherman and a worker fish at E8 with the fish whistle and a crude spears
1 worker pray to Nagas
1 worker pray to Disci
ApzuTallamon create crude spear with a crude tool
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 18, 2018, 02:22:14 pm
The frog will take your research for all the zaps you received. once you redeemed yourself before the eyes of the gods we can talk about trades.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on July 18, 2018, 02:27:32 pm
The frog will take your research for all the zaps you received. once you redeemed yourself before the eyes of the gods we can talk about trades.

Don't Pull us other gods into this. I have nothing against the them.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 18, 2018, 02:49:44 pm
Redeemed. Really?

Even then, our basic magic is too advanced for any other race. You zapped us, I think 6 times. Enough for us to learn it, but next to useless for others.


Our Fishing and Farming techs though, we would gladly give to you. Or you could just argue with the philosopher all day.


Other races can't get into magic as easily as we can, so those are useless to you.


Should also keep in mind, we keep our secrets close. And 15 FP is not nearly enough to skip magic research entirely.

GM needs to address that.


....Zap the rest of us with discipline then, the whole tribe. Then we give unto you magic. Till then...~


You know Disci, my main issues are 3.

We bled for our Medieval tech. And having someone come in and steal it... You can see my point can't you?

And we are nearly out of Disciplined people, had you added that to the Mangroves back when, you would have 15 FP from our births, but you didn't. And now we're back to the beginning.

The GM has stated how difficult it is to get into magic if you aren't predisposed to it, and a 15FP creature can't change that.
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on July 18, 2018, 02:53:27 pm
Keerim , what is your decision? WHile waiting on your answer, I shall still make plans for how to help the Aglejo, in case the great spell of Amastay fails.


Tellus creates the crown of the king bird, a metal crown that emits a light to damage and repel harmful spirits. Then he welds it to stymphalus's head.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 18, 2018, 03:02:23 pm
Once the next age arrives, the gods will be sealed, And that Challenge Swamp you created is likely where you will be..

Despite our differences, we will clear that. The Elements will be ours.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 18, 2018, 03:51:34 pm
Mortals. They amuse me.
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on July 18, 2018, 03:54:21 pm
Keerim , what is your decision? WHile waiting on your answer, I shall still make plans for how to help the Aglejo, in case the great spell of Amastay fails.


Tellus creates the crown of the king bird, a metal crown that emits a light to damage and repel harmful spirits. Then he welds it to stymphalus's head.
I like the idea of making the phoenix, do you think 10 FP will be enough? either way, I''l give you enough to get both effects.
Also maybe make Phoenix platinum or silver instead, those metals would make more sense given the powers he has

Keerim sends Tellus 4FP
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 18, 2018, 04:37:38 pm
So, leave the undead collosi and their hordes?
They weren't created by any god, they emerged from the titangate which was itself created by a god.

To be totally frank, though, I'd like all the undead to stick around so that I can take them over, but, if nothing else, I'd prefer to protect the twenty FP investment I just made.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 18, 2018, 04:38:33 pm
REMINDER TO SELF: Check and update action instruction document

Jotun Oligarchy

No point even trying. Just going to gather food and hope the era ends this turn.

Spoiler: Action Post (click to show/hide)
Spoiler: Passive Tech Effects (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on July 18, 2018, 04:47:34 pm
I hope it will be enough.

Seeing how impotent Stymphalos is against the threats of this age, Tellus once again forges a metal creature. An elegant bird crafted of the purest silver, significantly bigger than a mortal but smaller and leaner than stymphalos. It lacks the sheer might and natural weapons of its brother and is made of a softer metal, but Tellus then imbues it with a different gift: a divine flame, bathing the bird in ethereal fire and holy light. Finally, a soul provided by Keerim to give it life.
"You are the complement of Stymphalos, and share his mission. Together you will travel: Stymphalos will fight the material and you the immaterial."


Tellus creates Phoenix, the Radiant Sentinel
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on July 18, 2018, 05:02:24 pm
So, leave the undead collosi and their hordes?
They weren't created by any god, they emerged from the titangate which was itself created by a god.

To be totally frank, though, I'd like all the undead to stick around so that I can take them over, but, if nothing else, I'd prefer to protect the twenty FP investment I just made.

you will forgive me if I'm not willing to endanger the effectiveness of my 100fp action trying to save the world so that your 20fp project can benefit you more.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 18, 2018, 05:06:37 pm
you will forgive me
You don't know me very well, huh?  :-\
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 18, 2018, 05:08:28 pm
I DO! Petty, petty..
Title: Re: Gridhood: Aspects of the Divine!
Post by: ATHATH on July 18, 2018, 05:39:15 pm
Can I join as a god and get a summary of what's happened so far?

And woah, people are throwing around 50 FP projects. What's the map like now?

EDIT: Oh, I just checked the map. It's, ah, pretty full. Who's the construction god with 100+ FP?

Here's my sheet, if I get in:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 18, 2018, 05:49:54 pm
Well, you might end up getting a bunch of FP. Era might be ending this turn though.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 18, 2018, 05:53:34 pm
EDIT: Oh, I just checked the map. It's, ah, pretty full. Who's the construction god with 100+ FP?
Amastay, played by helmacon, the angry Typhlosion.
Title: Re: Gridhood: Aspects of the Divine!
Post by: ATHATH on July 18, 2018, 07:08:14 pm
Well, you might end up getting a bunch of FP. Era might be ending this turn though.
What happens at the end of an era?

Can I perform an action on my "spawn" turn?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 18, 2018, 09:03:59 pm
Turn 45 - End of the Stone Age - End of the Era of Entropy

From the heavens, Amastay surveyed the Gridhood.  A third undead horror, its origin unknown, had appeared, and its unearthly scream was bringing mad havoc.  The second had defiled his mountain and temple, and his favorite mortals seemed resigned to the coming horror.  The first, though wounded, was still spewing out locusts on the land.  Things were going horribly wrong, and Amastay did not understand why, or what its source was.

An idea occurred to him.  He had a great reserve of power built up over the age.  He wondered what would happen to the monstrosities if he would unleash it all at once in a great cleansing wave of purification.  The result would be unpredictable, and might destroy the mortals, but it was the only chance to save the Gridhood.

Amastay poured all his power and his rage into a burst of purification in the center of the Gridhood.  It spread from the center in an ever-widening perfect circle, for it was Amastay's nature to construct perfect things.  The wave first reached the Delta Dwellers, who lost half their number, though not all.  Then it reached The People and the Jotun Oligarchy, and they too were purified but lost some of their numbers.  Then Amastay watched with satisfaction as the first two horrors attempted to flee from the expanding wave but were engulfed and eradicated.  The remaining civilizations were eventually engulfed, and finally the last undead horror in the corner of the world was destroyed.  The world had been purified, and was now, in Amastay's eyes, much closer to perfect.

But the wave kept expanding upwards, towards the heavens.  Amastay was not expecting this.  He noticed that the wave seemed to be expanding at an ever faster rate; or perhaps time was slowing for him.  Then the wave impacted the heavens, the abode of the gods.  Amastay and the other gods found it became increasingly difficult to move.

"What have you done?" cried Nagas.

"I know not," said Amastay.

"Is this death?" asked Keerim, with more curiosity than fear.

"Perhaps it is sleep," said Tellus.

"How will the mortals survive without us?" wondered Mabel.

"Who will watch over the Zebras?" said Blarg angrily.

"This isn't fair!  I just got here!" exclaimed Salot.

Amastay tried to respond, but found he could no longer speak.  He fell into a deep slumber, as did the other gods.

On the surface of the Gridhood, the survivors emerged from the ruins, dazed, and wondered at what had just happened.  They didn't have much time to wonder, though, for there was work to be done, picking up the pieces.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on July 18, 2018, 09:10:01 pm
I AM AMASTAY! I AM THE BUILDER AND THE DESTROYER! THE SAVIOR AND THE BRINGER OF DOOM! THE BEGINNING AND THE END! I AM AMASTAY, THE KING OF THE GODS AND THE ONE WHO VANQUISHED THEM! REMEMBER ME MORTALS, FOR ONE DAY I SHALL RETURN, AND ON THAT DAY I WILL JUDGE EACH ACCORDINGLY TO HOW THEY HAVE BUILT UPON THIS WORLD I SAVED!
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 18, 2018, 09:19:01 pm
So... What do I do now?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on July 18, 2018, 09:22:21 pm
I do believe we wait for Zazmio to post Turn 1 of Age 2. Tis all we can do.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 18, 2018, 09:22:37 pm
So what happens now?

First, we determine if we want to continue.  Maybe people were getting bored; I don't know.  Sometimes I found it to be a chore, but mostly I enjoyed doing it, and am willing to continue.

If we continue, I am going to take some time to work on new rules.  The setting is going to be around 1000 years from the end of the stone age.  It will be the beginning of the bronze age.  All civs will have many techs such as agriculture and early bronzeworking in common.  The gods will be slumbering and will have to be awoken somehow.  I think I am going to introduce heroes who explore the tiles looking for artifacts and other treasure.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on July 18, 2018, 09:25:29 pm
<- wants to continue

regarding awakening the gods, what would you have the god players do while waiting to be awoken?
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on July 18, 2018, 09:34:16 pm
<- wants to continue

regarding awakening the gods, what would you have the god players do while waiting to be awoken?

Scheme
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 18, 2018, 09:35:15 pm
<- wants to continue

regarding awakening the gods, what would you have the god players do while waiting to be awoken?
I'm not sure how I'll handle that yet.  Maybe they will spend at most a few turns slumbering.  I'm open to suggestions.

Maybe it can be something like, the first prayer a god receives wakes up the god.  Maybe the civ that wakes up a god gets some kind of boon.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 18, 2018, 09:37:52 pm
I'm also wondering what you guys think about the heroes idea.  Do you think having heroes being a third type of player -- so we'd have gods, civs, and heroes -- would work?  I'm not sure.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 18, 2018, 09:41:44 pm
Do you think having heroes being a third type of player -- so we'd have gods, civs, and heroes -- would work?
I do not think it would.
Title: Re: Gridhood: Aspects of the Divine!
Post by: ATHATH on July 18, 2018, 09:48:32 pm
I support the "continue" plan.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on July 18, 2018, 09:55:37 pm
I'm also wondering what you guys think about the heroes idea.  Do you think having heroes being a third type of player -- so we'd have gods, civs, and heroes -- would work?  I'm not sure.
The problem with this is that heroes operate on a smaller scale than civilizations or gods, with very different kinds of problems, goals, and general interactions. They'd need a different, more zoomed in, map to play on. and would need several turns for every civ turn that passes.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on July 18, 2018, 10:55:01 pm
Continue

Not sure about heroes but if you do introduce them, you can have the god players control them
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 18, 2018, 11:12:47 pm
If you are going to shake up the game mechanics, I recommend putting a lot of thought into them. One thing in particular is that god players might not appreciate being locked out of the game, and simply praying to one to bring them back would defeat the purpose of locking them in the first place.

I might instead recommend giving gods a new set of more subtle powers. Maybe make it so that the basic landscape cannot be changed anymore, but the climate can be. Perhaps a power that will create a sub-faction that workers can join or leave of their own free will that affects their stats and behaviors or something?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on July 18, 2018, 11:42:51 pm
Heroes could be a god-player thing - a way to interact with the world while they slumber and give boons to civs they like. In return, make gods far less powerful. Creating artifacts should take more FP, while zaps & random mutations might still be low-cost. Supernerd suggested good idea of weather. Also, gods could be showing mortals what there already is on the nearby tile (a ray from heavens fell near your settlement, with cache of spears lying where it landed. Praise ...!)

I kinda liked how Neheb survived everything through discipline. I'm pretty sure this disciplined tenacity of cobra style is going to survive whatever the world throws at the,
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 19, 2018, 12:14:45 am
These are all interesting ideas.

Heroes could be a god-player thing - a way to interact with the world while they slumber and give boons to civs they like. In return, make gods far less powerful. Creating artifacts should take more FP, while zaps & random mutations might still be low-cost. Supernerd suggested good idea of weather. Also, gods could be showing mortals what there already is on the nearby tile (a ray from heavens fell near your settlement, with cache of spears lying where it landed. Praise ...!)

I kinda liked how Neheb survived everything through discipline. I'm pretty sure this disciplined tenacity of cobra style is going to survive whatever the world throws at the,

The thing is, I'm not expecting the gods to be slumbering for all that long.  The problem with making the gods less powerful is I know from experience that it can be boring for a god to spend ten turns in a row unable to do anything because of lack of FP.  I know that still happened sometimes in this game, but I tried to make it less likely.

Maybe make it so that the basic landscape cannot be changed anymore, but the climate can be.
Interesting idea.  Maybe Amastay's purification blast had the effect of locking the tiles in place.  I'll give it some thought.

Maybe we could make it so anyone can play a hero in addition to playing their god or their civ, and if someone wanted to join and play just a hero, they could.  I'm not sure how heroes would arise, though.  Randomly?  Like legendary workers did in the stone age?  If heroes are rare, would that mean that people will get mad over who gets to control them?  Maybe I should just scrap this idea of heroes altogether.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on July 19, 2018, 12:28:31 am
You can tune down 'hero' vibe a bit. And make them just travelers, adventurers and seekers of opportunity, not some legendary demi-god figures (though they could become them in time).

I meant to limit only godly actions that truly change the world... Although that might be a whole point why people play gods. Welp.
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on July 19, 2018, 12:48:59 am
I'd like the game to continue.

I am mildly sad I couldn't push at least one civ to copper age, although I got very close with Aglejo. A couple extra turns before apocalypse got in full swing, and they would have had metal casting.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on July 19, 2018, 02:43:16 am
Dipnoi Remnants

1 Priest of Nagas, 1 Swamp Druid, 1 Worker with Pox and 1 Worker builds 4 Primitive Houses at I7


Missed the T45!
Title: Re: Gridhood: Aspects of the Divine!
Post by: ATHATH on July 19, 2018, 04:59:18 am
Deleted.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on July 19, 2018, 06:30:25 am
I want the game to continue, also the only way I can see the player hero thing working is if it was played in a separate thread or they had several turns in between the regular ones.

So Amastay basically nuked the world, that's going to raise everybody's insurance premiums, and I for one can't afford that crap.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 19, 2018, 07:05:57 am
id like the game to continue but i would like to see more stuff to do for gods. I mean the pure presence of a god should inspire something for the people witnessing.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on July 19, 2018, 07:09:04 am
So Amastay basically nuked the world, that's going to raise everybody's insurance premiums, and I for one can't afford that crap.

The world needed a good nukeing.  >:(
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 19, 2018, 07:17:08 am
In a sense  I feel we could need a different faith system. one where the players of civs have little control on who they worship, whilst the gods have to force actions and such on them to gain more followers.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 19, 2018, 07:26:17 am
I wish to continue as well, the Cait Sith have not yet achieved Flight, and I want to see their growth continue.


As for Gods, pick a tile and create an objective to complete. The tribe that completes it gains a boon from that god, to be decided by them.

To be fair, this is mostly because I want to awaken a few myself.

Amastay's could be re-sanctifying the Temple and Mountain.
And Disci has the Swamp of many challenges. While Blarg has the Zebras hold the clue to his return in the form of his house.
There is also that pillar... Plenty of ways to return them.

Nagas meanwhile has to rely on the Remnants or the old Orca settlement tile. And the Remnants need to choose a new tile to settle on.

And that s not the best, maybe just start with your main gods. We have Mabel, Blarg, Disci, Tellius, Izzith.{Izzith is gone but that's how it is.}

If any god is going to be the first to awaken, it's probably going to be the new one though.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on July 19, 2018, 08:13:38 am
So Amastay basically nuked the world, that's going to raise everybody's insurance premiums, and I for one can't afford that crap.

The world needed a good nukeing.  >:(
I never said that was bad thing, we really needed it to happen, but I'm just saying that its going to raise the insurance rates.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 19, 2018, 09:37:55 am
I dont know i wouldnt mind starting as a new god or even a civ.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 19, 2018, 09:42:44 am
That would be more evolution.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on July 19, 2018, 10:25:15 am
I'm not sure what the gods should be, but I definitely want to continue this.

Out of curiosity: Did Ymar die in the blast wave, or later of old age?
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on July 19, 2018, 11:46:14 am
I'd like the game to continue
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 20, 2018, 11:35:59 pm
I think these are going to be the changes for the new age.  Feel free to ask questions.  I'll probably start the new age tomorrow.

Spoiler: The Bronze Age (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on July 21, 2018, 12:17:38 am
Are the creatures still around? you didn't mention them in your post. I know it's been 1000 years, but a lot of them could live that long
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 21, 2018, 12:51:33 am
It's possible that they or their descendants will be around.
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on July 21, 2018, 04:44:48 am
Stymphalos (And Phoenix if I managed to create it before apocalypse) don't really age, but their mechanisms will probably fail way before 1000 years without some divine maintenance.
However, since they are made of good strong metal rather than flesh, will they still be visible as statues/relics?
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 21, 2018, 09:27:49 am
They can be repaired. That's going to take some priests and holy magic though.

That and mechanics. A lot of techs needed,
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on July 21, 2018, 10:34:39 am
As long as the Zebras are still alive I'm okay with whatever.

Stymphalos (And Phoenix if I managed to create it before apocalypse) don't really age, but their mechanisms will probably fail way before 1000 years without some divine maintenance.
That's probably what happened to my wagon, unless the world changing age killed it. Hopefully its not broken or if it is I can fix it.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 22, 2018, 09:49:12 am
Is shashame still alive. I just made him...
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on July 23, 2018, 09:56:11 pm
Hopefully the titangate survived. Though without me there to act as its power source/source of the titans, it likely hasn't been spitting out too many titans, maybe one or two either emerged and/or survived since the event, hopefully though I should be able to power it back up, and get some new colossi wandering around killing things and being a challenge for civs to overcome, or get crushed by, either one works for me...
Actually since both the end of the stone age, and the dawn of this new age were both really huge events, the titangate may have produced a really strong colossus, or two.
Did either of those give Me us a colossus @Zazimo?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 24, 2018, 12:02:03 am
Turn 46 - The Bronze Age
(https://i.imgur.com/XsMQuVo.png)

1000 years after the Wrath of Amastay, the gods awaken from their long slumber.

Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Locations:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

New rule!  When creating things, gods can now message me instead of posting in thread to do it in secret for no extra cost!
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 24, 2018, 12:02:33 am
Turn 46 continued

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 24, 2018, 12:06:02 am
Some players have expressed the desire to change to a different god, or to go from playing god to playing civ.  Now is the time to do so if you want to do that!

Hopefully the titangate survived. Though without me there to act as its power source/source of the titans, it likely hasn't been spitting out too many titans, maybe one or two either emerged and/or survived since the event, hopefully though I should be able to power it back up, and get some new colossi wandering around killing things and being a challenge for civs to overcome, or get crushed by, either one works for me...
Actually since both the end of the stone age, and the dawn of this new age were both really huge events, the titangate may have produced a really strong colossus, or two.
Did either of those give Me us a colossus @Zazimo?
You'll just have to see...
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 24, 2018, 12:35:28 am
Jotun Oligarchy

The Jotun Oligarchy... Appears to have not fully recovered from the era of entropy even after a thousand years. Their first order of business is to make sure that they can collect enough food to survive.

Spoiler: Doublecheck (click to show/hide)
Spoiler: Action Post (click to show/hide)
Spoiler: Passive Tech Effects (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on July 24, 2018, 12:36:55 am
"Well that was a nice nap. Where did everyone go?"

Keerim checks G9 to see if the zebras are still there
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on July 24, 2018, 12:42:02 am
*yaawwn* well what did I miss, oh wait, NOOOOOOO, MY COLOSSI!!! WHY? no not the titangate as well! what the actual heck happened, I went to take a nap for a few months and bam, next thing I know I'm 1000 years into the future. Wait, amastay.... you did this. My rage is directed mostly at you, I had 28 FP by gosh, 28!! enough to make all kinds of new stuff, now I am back to square one. Well, time to make a new thing to act as our eyes in this new world.
I start a project, the godeye probe, a small rock thing with the power to replicate itself, and reveal the status of tiles it is on it will spawn on D4. I put my measely one FP into it. I then weep for the fallen hero Ymar, swearing to make him a monument in his honor.  hey jotun, if you pray to me. I'll make you an artifact, a new tile for your tile, whatever you want, just has to be non-food related. Also you should look for that lost grove of moonblood flowers, they should still be around, somewhere, I hope. and if they weren't completely destroyed by the thousand year time period without much magic, then they are probably still just as powerful as they used to be (not that you EVER foraged them, or even looked for them I don't think.) They are probably still on your tile (d4), which is now only 50% explored.
Keerim, want to form an alliance of sorts, I can make Titanic birds if you want, in fact, I kinda want to make a bird that is basically a giant wandering flying Island at some point.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on July 24, 2018, 03:01:58 am
Dipnoi Republic

Alas, the elder of the Republic has left this world... And before breathing his last, he recounted us the tale of our people of yore, of the great monuments they erected and the tragedy that befell them. Someday, it would be great to encover our history, and understood who we once were.

But first, sustenance. There is nothing done with an empty stomach.


3 Workers forage for Food at I6 using 3 Crude Tools
3 Pygmy Workers hunt at J7 using 3 Blowdarts
3 Workers make 3 Crude Tools
1 Worker researches Exploration
Create 3 Workers using 9 Food.
Choose Cuneiform for the writing tech.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on July 24, 2018, 07:06:53 am
Mabel
wait.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 24, 2018, 07:25:06 am
Nagas looks, sniffs, then rests.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 24, 2018, 07:51:44 am
Disci yawns. She also farts but hopefully nobody heard that.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on July 24, 2018, 07:59:56 am
Amastay considers the state of the world. There is much to build and repair, but not yet. For now, he will wait and watch.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 24, 2018, 08:47:30 am
Did uncompleted research not make it to the next age? Metulurgy is gone.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on July 24, 2018, 10:21:06 am
Today is the day, today we start our journey for the waves
  Delta dwellers
2 workers forage wood at D8 with 2 crude tools
3 workers fish at E7 if possible or E8 otherwise with 3 crude spears
3 workers reaserch net fishing
A worker build crude spears with a crude tool
A worker build a crude tools
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on July 24, 2018, 10:23:48 am
Allow me to say that the statue is awesome.

The People
Action 1:
3 workers harvest at H4 with 3 crude tools
Action 2:
3 workers hunt at H4 with 3 crude spears
Action 3:
3 workers forage for food at G3
Action 4:
1 worker forages for food at H4

3 new workers created for 9 food
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on July 24, 2018, 12:28:41 pm
Tellus wakes up.

"It has been a long time... even without my guidance they have found the way to smelt metals it seems. The smell of copper fills the world."

Then, he remembers the last things that happened in the last era, and descends on the Aglejo islands to check if Stymphalo has kept faifthful to its post during this long time. And Phoenix, there was? he can't quite remember if he had time to create it.

Tellus checks the status of his creatures, then rests.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Prismatic on July 24, 2018, 02:29:17 pm
Can an orchard be built on the same tile as a farm?

Aglejo

3 workers farm at B6 using 3 crude tools.
3 workers create 3 crude tools.
1 worker researches Bronze Age Farming.
2 new workers are created.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 24, 2018, 02:31:53 pm
Note, GM, why are we missing farming as well? We completed that tech.

Would like to spend the turn constructing 1.

Never mind.. It is there, but it's cost isn't. I also had 4 spears before, but 3 will suffice.

To note, build farm at J-2, 3 workers fish at K-1...

Would like an answer today on it, before my actions.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 24, 2018, 04:17:19 pm
Cait Sith
"Does anyone remember Metallurgy? No, just me.."
1 apprentice looks through the written records for Metallurgy.

3 workers pick up spears and fish at K-1.
6 labor is spent to create a farm at K-2.(out of 10 needed.){6 workers on this}

We have no stone, and that book is missing. I'm assuming written records are here somewhere, even if the are a bit illegible. We have that book making harvest spell after all.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 24, 2018, 06:15:22 pm
Can an orchard be built on the same tile as a farm?

Aglejo

3 workers farm at B6 using 3 crude tools.
3 workers create 3 crude tools.
1 worker researches Bronze Age Farming.
2 new workers are created.

You may need to research hanging gardens to get more on that tile.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on July 24, 2018, 08:05:05 pm
"What a shit way to end a dream, the world starts to end, everything goes to shit and then everything explodes and everyone dies... Aw shit, this isn't my house where the hell am I, that must not have been a dream." Blarg slowly gets up and looks around, and notices that almost everything is different. "Okay how long have I been unconscious, I don't know what day it is or year or season for that matter... Aw shit the Zebras, they could be hurt or dead I've got to go and check on them!"
Blarg Goes to G7 to check on the Zebras and his house but mostly the Zebras.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 24, 2018, 09:23:33 pm
By the way, it isn't necessary to research exploration, though if you do, you'll get a bonus when doing it.  The command is "x workers explore/scout A1".
You might get a very small amount of exploration in an unexplored tile when doing other actions such as foraging there.

All gods are too weak to interact with the world with the exception of sending visions or dreams to civs and intelligent creatures.  Physically interacting with the world usually requires creation of some kind of avatar or spending FP in some way.

All techs that weren't completed by the end of the stone age were forgotten.  I've removed techs that are in the common knowledge pool from your civs' tech list.  Stone age agricultural constructions all cost 10 labor and no resources; I've added that to the tech.  You can build 1 of each type of agricultural building in each tile; thus, you could have a farm, an orchard, and a ranch all in the same tile.  Note that all civs have figured out smelting of tin and copper and how to make bronze, but it hasn't yet occurred to them to do something useful, such as making tools, with this knowledge.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on July 24, 2018, 10:50:30 pm
That's what I figured, no change of action from me.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on July 24, 2018, 11:48:15 pm
Hidden Monastery

3 workers forage food on I8
3 workers forage food on J8
3 workers forage wood on K10
1 cobra MMA with quaterstaff meditates on I9 (seeking to attest ancient legends)
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on July 25, 2018, 08:56:51 am
All gods are too weak to interact with the world with the exception of sending visions or dreams to civs and intelligent creatures.  Physically interacting with the world usually requires creation of some kind of avatar or spending FP in some way.
Just because I can't touch them doesn't mean I can't go there and look to see if they are still alive.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 25, 2018, 06:36:41 pm
Question, are we missing some people's posts?
Also, still looking through anything we could have.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 25, 2018, 08:48:52 pm
Turn 47 - The Bronze Age
(https://i.imgur.com/v7HTxCJ.png)

Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Locations:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Godly actions of note:
Blarg , Keerim, and Tellus attempt to investigate the new world, but pass out from the exertion.  Blarg has a dream where he sees Willamette in ruins and a black and white tower in the distance.  Tellus, in a dream, sees Stymphalus underwater and half buried in sand.
Farsky starts the divine project "Godeye Probe" and puts 1 FP into it.

Civilization actions:

The Jotun Oligarchy
3 workers using 3 Slings hunt at D5.  Mammoths inhabit this tile.  They take down an elderly mammoth and manage to get 7 food from it before being driven away by angry mammoths.  Farsky gets 1 FP.
3 workers using 3 Crude Tools forage for food at E4 and get 10 food.
3 workers pray to Amastay.
1 worker prays to Mabel.
Hieroglyphs is selected as the free pre-writing tech.

Dipnoi Republic
3 Workers forage for Food at I6 using 3 Crude Tools and get 11 food.
3 Pygmy Workers hunt at J7 using 3 Blowdarts and get 7 food.
3 Workers make 3 Crude Tools.
1 Worker researches Exploration.
Create 3 Workers using 9 Food.
Choose Cuneiform for the writing tech.

Delta Dwellers
2 workers forage wood at D8 with 2 crude tools and get 6 wood.  1 worker contracts a tropical disease in the rainforest!
3 workers fish at E7 with 3 crude spears and get 8 food.
3 workers research Net Fishing.
A worker builds 1 crude spear with 1 crude tool.
A worker builds 1 crude tool.

The People
3 workers harvest at H4 with 3 crude tools and get 10 food.
3 workers hunt at H4 with 3 crude spears and get 9 food.
3 workers attempt to forage for food at G3 but are driven away by 5 armed warriors!
1 worker forages for food at H4 and gets 1 food.
3 new workers created for 9 food.

Aglejo
3 workers farm at B6 using 3 crude tools.  They get 12 food.
3 workers create 3 crude tools.
1 worker researches Bronze Age Farming.
3 workers have no orders.  1 helps research Bronze Age Farming, the other 2 mess around.
2 new workers are created for 6 food.

Cait Sith
1 apprentice looks through the written records for Metallurgy.  The apprentice learns that the present state of Cait Sith (and worldwide) metallurgy is the result of past Cait Sith research.
3 workers pick up spears and fish at K-1 and get 8 food.
6 labor is spent to create a farm at K-2.

Hidden Monastery
3 workers attempt to forage for food on I8 but are driven away by 5 martial artists!
3 workers forage for food with 3 crude tools on J8 and get 10 food.  (I should have given your civ 3 crude tools, so I added crude tools to this action)
3 workers forage wood on K10 and get 3 wood.
1 cobra MMA with quarterstaff meditates on I9 (seeking to attest ancient legends).  While meditating, the master martial artist has a vision of the legendary martial-artist Neheb!  In the vision, says Neheb:  "You are not yet ready.  Come back when you are ready to test your art against mine."
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 25, 2018, 08:49:15 pm
Turn 47 continued

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 25, 2018, 08:59:05 pm
Cait Sith
4 workers finish creating the farm.(6+4=10/10)
3 pick up their spears and fish at J-1.
1 worker forages at K-2.
1 apprentice uses Book-making Harvest to create generic book materials.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 25, 2018, 09:22:14 pm
Jotun Oligarchy

Just like their ancestors did in the past, the Jotun Oligarchy needed to overcome a crippling 1.5x food cost modifier. The sooner they did that, the better.

Spoiler: Doublecheck (click to show/hide)
Spoiler: Action Post (click to show/hide)
Spoiler: Passive Tech Effects (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 25, 2018, 09:31:17 pm
To be fair, we've been working on Runes. And our translations of the old texts help, what form did that Hogwarts place use again?
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on July 25, 2018, 09:51:08 pm
Amastay stretches, and his bones and joints pop and crackle with disuse. I'ts time to get back to work!

He creates the hoe of bounty at E4 for 5 fp. Harvesting with this tool will increase the yield when farming.
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on July 25, 2018, 10:53:16 pm
"Ok, well that didn't work"
Keerim rests for a turn

"That sounds interesting Farsky, maybe we can work on that after your current project."

"By the way, would it be possible for you to control the spread of the probes? If so I'll help with it in exchange for a specific area being searched."
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on July 25, 2018, 11:29:36 pm
The People
Action 1:
3 workers harvest at H4 with 3 crude tools
Action 2:
3 workers hunt at I4 with 3 crude spears
Action 3:
3 workers forage for wood at I4
Action 4:
4 workers make 4 crude spears

1 new worker is created for 3 food
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on July 25, 2018, 11:30:34 pm
farsky discusses with Keerim
We could probably just zap them to tell them where to go, or I could make another artifact to control them.
I lie in wait, seeing as I lack the power to do much of anything
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on July 26, 2018, 12:21:01 am
Mabel
no action
still need to re-gather myself.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Prismatic on July 26, 2018, 12:52:18 am
Aglejo

5 workers research Bronze Age Farming.
3 workers farm at B6 using 2 crude tools.
4 workers construct a stone age orchard at B6 using 4 crude tools.
(remember Engineer's Mindset bonuses).
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on July 26, 2018, 01:12:55 am
 Delta dwellers
Create 2 workers with 6 food
3 workers fish with 3 crude spears at E7
2 workers forage for food with 2 crude tools at E8
2 workers forage for reagents with 2 crude tools at E8
Worker build boat with crude tool
2 workers reaserch net fishing
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on July 26, 2018, 04:43:44 am
Dipnoi Republic

2 Workers pray to Nagas
3 Workers forage for Food at H7 with 3 Crude Tools
3 Workers start construction of a Stone Age Farm at I7 with 3 Crude Tools
2 Workers and 3 Pygmy Workers research Exploration
Create 1 Worker using 3 Food
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on July 26, 2018, 06:32:51 am
Blarg starts a divine project a physical body for himself, it shall be the size of a regular person and shall look like him, (this is the part where he reveals that he's been a zebra man the whole time, not like that fact matters) and it shall appear at G7 he puts 2FP towards it, then he tries to see if he can find his wagon.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Iris on July 26, 2018, 12:58:23 pm
Can I join?

Name: Kel
Aspect: Craftsmanship
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on July 26, 2018, 10:19:48 pm
Hidden Monastery

3 workers with 3 crude tools forage food on K10
6 workers create 6 crude tools
1 cobra MMA (meditated) with quaterstaff researches Deep Meditation (upgrade of Meditation)
Create 3 workers
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 27, 2018, 09:15:53 am
Disci takes a bath at E7.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 27, 2018, 09:12:19 pm
Turn 48 - The Bronze Age
(https://i.imgur.com/pCs5FEq.png)

Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Locations:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Godly actions of note:
Amastay creates the Hoe of Bounty at E4 for 5 FP.  The artifact becomes lost somewhere in the unexplored tile.
Blarg begins the divine project "Blarg's Zebraman Avatar" and puts 2 FP into it.  (Since no power level was specified, I assumed it is as strong as an average mortal and thus costs only 5 FP to finish.)
Kel, god of Craftmanship, arises!

Civilization actions:

Cait Sith
4 workers finish creating the farm (at K2).  Amastay gets 1 FP.
3 workers pick up their spears and attempt to fish at J-1, but are forced to flee from 6 skeletal swordsmen!!
1 worker forages at K-2 and gets 2 food.  Another worker that was not given orders decides to help out, getting another 3 food.
1 apprentice casts the Book-Making Harvest spell.  She creates 3 generic book-making materials.
Spoiler (click to show/hide)

The Jotun Oligarchy
7 workers begin construction on a stone age farm at E4 and complete the stone age farm.  Amastay gets 1 FP.
3 workers using 3 crude tools forage for food at E4 and get 9 food.

The People
3 workers harvest at H4 with 3 crude tools and get 8 food.
3 workers hunt at I4 with 3 crude spears and get 6 food.
3 workers forage for wood at I4 and get 6 wood.  1 worker contracts a tropical disease!
4 workers make 4 crude spears.  Kel gets 1 FP.
1 new worker is created for 3 food.

Aglejo
5 workers research Bronze Age Farming.
3 workers farm at B6 using 2 crude tools.  They get 14 food.
4 workers construct a stone age orchard at B6 using 4 crude tools.   The stone age orchard was completed.  Amastay gets 1 FP.
A winged being with the head of a seagull and the torso of a man, armed with a bow, is seen observing your settlement from the sky.  Keerim gets 1 FP.  Mabel gets 1 FP.

Delta Dwellers
3 workers fish with 3 crude spears at E7 and get 13 food.
2 workers forage for food with 2 crude tools at E8 and get 4 food.
2 workers forage for reagents with 2 crude tools at E8 and get 3 reagents.
1 Worker builds boat with 1 crude tool.  Kel gets 1 FP.
2 workers researches net fishing.
1 worker dies from a tropical disease!
Created 2 workers with 6 food.

Dipnoi Republic
2 Workers pray to Nagas.
3 Workers forage for Food at H7 with 3 Crude Tools and get 11 food.  Blarg gets 1 FP.
3 Workers start construction of a Stone Age Farm at I7 with 3 Crude Tools.
2 Workers and 3 Pygmy Workers research Exploration.
Create 1 Worker using 3 Food.

Hidden Monastery
3 workers with 3 crude tools forage food on K10 and get 8 food.
6 workers create 6 crude tools.  Kel gets 2 FP!
1 cobra MMA (meditated) with quarterstaff researches Deep Meditation.
Created 3 workers for 9 food.
1 worker starves to death!
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 27, 2018, 09:12:35 pm
Turn 48 continued

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 27, 2018, 09:21:46 pm
Nagas creates artefact: The Serpent's Egg at I7 for 5FP, hopefully! This shiny ovate gemstone reduces the cost of creating new life by however much 5FP gets me. Purely in lore terms, it must be touched by expectant mothers to work. If this is going to cost more than 5FP, though, make it a Divine Project, okay?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 27, 2018, 09:22:42 pm
Jotun Oligarchy

The Jotun Oligarchy is currently unable to overcome their crippling 1.5x food penalty, and cannot make any progress.

Spoiler: Doublecheck (click to show/hide)
Spoiler: Action Post (click to show/hide)
Spoiler: Passive Tech Effects (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on July 27, 2018, 09:25:12 pm
Yea, sorry. I meant to drop the hoe in your settlement, but I guess I miscounted the grid square.

Still, It should be right next to you if you can manage to explore it a bit.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 27, 2018, 09:27:13 pm
Even in the settlement, it would probably have a 50% chance to be lost or so. Forgive my lack of piety while I try to get food under control.
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on July 27, 2018, 10:26:24 pm
Keerim waits another turn

Huh, didn't think an avatar, even a weak one, would be that cheap, guess I'll be making one next turn to check on my zebras then.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on July 27, 2018, 11:24:55 pm
Uh, you forgot to add my wood.

The People
Action 1:
3 workers with 3 crude tools farm at H4
Action 2:
3 workers with 3 crude spears hunt at H4
Action 3:
3 workers forage for stone at H3
Action 4:
3 workers forage for reagents at H4
Action 5:
2 workers (1 with tropical disease) research Exploration
Title: Re: Gridhood: Aspects of the Divine!
Post by: Iris on July 28, 2018, 12:59:14 am
Kel creates an outcropping of the magical metal polyferrite at C8 for 5 FP! The metal is as strong as iron, but as easy to work as copper.
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on July 28, 2018, 01:27:03 am
Any chance I could convince you to move that metal closer to the Aglejo? Last age they almost researched metal  casting, if they had a source of metal nearby they would probably work on it.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Prismatic on July 28, 2018, 03:15:47 am
Aglejo

The sky people are shocked by their first contact with an outsider after over a millennium of quiet isolation. Ancient tales of locusts and madness fill the night as a general sense of foreboding befalls the civilisation.

2 new workers are created.
3 workers farm at B6 using 3 crude tools.
3 workers harvest at B6 using 3 crude tools.
3 workers make 3 crude tools.
2 workers research Bronze Age Farming.
1 worker prays to Tellus.


Question: with regards to crafting objects such as wooden carts, can the required 2 labour be produced by a single worker with a tool bonus?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on July 28, 2018, 03:35:45 am
Delta dwellers
Create 3 workers with 9 food
3 workers with 3 crude spears fish at E7
2 workers reaserch net fishing
A worker with a crude tool build a boat
2 workers with 2 crude tools forage food at E8
3 with a crude tool forage regant at D8
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on July 28, 2018, 04:31:54 am
Dipnoi Republic
Next objective: build a Mud Kiln!

3 Workers forage for Food at I7 with 3 Crude Tools
3 Pygmy Workers hunt at H6 with 3 Blowdarts
3 Workers continue construction of a Stone Age Farm at I7 with 3 Crude Tools
1 Labor added from Mathematics
2 Workers research Exploration
3 Workers make 3 Crude Tools
Title: Re: Gridhood: Aspects of the Divine!
Post by: AbstractTraitorHero on July 28, 2018, 05:16:43 am
Spoiler: The Lonely Community. (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 28, 2018, 08:17:13 am
Freaking undead..

Cait Sith
3 workers Farm at K-2.
3 workers pick up spears and fish at K-1.
1 apprentice and 1 worker prays to Disci.
2 workers make crude farm tools.

1 worker is created for 3 food.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Iris on July 28, 2018, 09:52:22 am
Any chance I could convince you to move that metal closer to the Aglejo? Last age they almost researched metal  casting, if they had a source of metal nearby they would probably work on it.

Sure.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 28, 2018, 10:02:49 am
The first civ to dedicate 2fp to disci will receive a present.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 28, 2018, 10:12:27 am
There you go. 3 FP.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on July 28, 2018, 11:17:03 am
Blarg puts 2FP into Blarg's Zebraman Avatar project thing, and then tries to go to G7 and look for his wagon.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 28, 2018, 11:18:31 am
Disci creates the Farmer's Hoe of Discipline. It is a green hoe of metal. When the hoe is used for farming, its user becomes disciplined. In the shaft of the hoe there is a hexagon hole. Surrounding the hole there are runes that translate to "Enter the Gem of Strength here and you will be rewarded."

She places the Hoe of Discipline at K1.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on July 29, 2018, 01:19:02 am
Hidden Monastery

3 workers with 3 crude tools forage food on K10
3 workers with 3 crude tools forage food on K8
3 workers with 3 crude tools forage food on J8
1 cobra MMA meditates
2 workers create 1 wooden cart
Create 3 workers
Title: Re: Gridhood: Aspects of the Divine!
Post by: Iris on July 29, 2018, 10:15:22 am
Just a heads up that I will be AFK (and therefore unable to post) for the next three weeks. I'm still interested though, so I'd like to remain in the game.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 29, 2018, 10:36:49 am
Sleep a bit longer, you earned it.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 29, 2018, 07:21:02 pm
Turn 49 - The Bronze Age
(https://i.imgur.com/zt6IEvZ.png)

Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Locations:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Godly actions of note:
Nagas creates the Serpents Egg at I7 for 5 FP.
Kel creates an outcropping of magical metal polyferrite at C8 for 5 FP.  The location becomes lost in the unexplored tile!
Blarg adds 2 FP to the divine project "Blarg's Zebraman Avatar."
Disci creates the Farmer's Hoe of Discipline at K1 for 5 FP.

Civilization actions:

The Jotun Oligarchy
3 workers using 3 crude tools farm at the stone age farm at E4 and get 11 food.
3 workers using 3 slings hunt at E4 and get 7 food.
4 workers create crude tools.  Kel gets 1 FP.

The People
3 workers with 3 crude tools farm at H4 and get 11 food.
3 workers with 3 crude spears hunt at H4 and get 8 food.
3 workers forage for stone at H3 and get 7 stone.
3 workers forage for reagents at H4 and get 5 reagents.
2 workers (1 with tropical disease) research Exploration.
1 worker dies from a tropical disease!

Aglejo
3 workers farm at B6 using 3 crude tools and get 14 food.
3 workers harvest at B6 using 3 crude tools and get 16 food.
3 workers make 3 crude tools.  Kel gets 1 FP.
2 workers research Bronze Age Farming.
1 worker prays to Tellus.
2 new workers are created for 6 food.
Spoiler (click to show/hide)

Delta Dwellers
3 workers with 3 crude spears fish at E7 and get 9 food.
2 workers research net fishing and the research is complete!
1 worker with a crude tool is unable to build a boat.  (1 worker with 1 crude tool = 1.5 labor.  Boat requires 2 labor to build.  It was a mistake on my part allowing it the previous turn.)
2 workers with 2 crude tools forage food at E8 and get 5 food.
3 with a crude tool forage reagents at D8 and get 7 reagents.  1 worker is attacked by a wild boar and is injured!
9 food spent to create 3 workers.

Dipnoi Republic
3 Workers forage for Food at I7 with 3 Crude Tools and get 11 food.
3 Pygmy Workers hunt at H6 with 3 Blowdarts and get 7 food.
3 Workers continue construction of a Stone Age Farm at I7 with 3 Crude Tools.  1 Labor added from Mathematics.  The farm is completed.  Amastay gets 1 FP.
2 Workers research Exploration.
3 Workers make 3 Crude Tools.  Kel gets 1 FP.

The Lonely Icma. arise at E6!!!
And then proceed to stagnate!!
(You have 10 workers; take some action!)

Cait Sith
3 workers Farm at K-2 and get 7 food.
3 workers pick up spears and fish at K-1 and get 9 food.
1 apprentice and 1 worker pray to Disci, generating 3 FP for Disci.
2 workers make crude tools.  Kel yawns.
1 worker is created for 3 food.  Mabel gets 1 FP.

Hidden Monastery
3 workers with 3 crude tools forage food on K10 and get 8 food.  1 worker contracts a tropical disease!
3 workers with 3 crude tools forage food on K8 and get 8 food.
3 workers with 3 crude tools forage food on J8 and get 7 food.
1 cobra MMA meditates.
2 workers create 1 wooden cart.  Kel gets 1 FP.
Created 3 workers for 9 food.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 29, 2018, 07:21:28 pm
Turn 49 continued

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 29, 2018, 07:31:40 pm
Cait Sith

1 worker with the Farmer's Hoe of Discipline, and 2 workers with Crude Tools Farm at K-2.

5 workers and 1 apprentice research Exploration.
2 workers forage at K-1.

2 workers are created for 6 food.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 29, 2018, 07:36:14 pm
Jotun Oligarchy

The Jotun Oligarchy is now at least able to produce enough food to expand a little.

Spoiler: Doublecheck (click to show/hide)
Spoiler: Action Post (click to show/hide)
Spoiler: Passive Tech Effects (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on July 29, 2018, 07:37:22 pm
Same, though turn 5 is next. Barricade, don't fail now. We have spears and magic.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on July 30, 2018, 01:04:46 am
Does regant heal injury?
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on July 30, 2018, 01:29:01 am
Keerim creates an avatar at G9. The avatar has the strength of a normal mortal, and looks like a man with a cockatoo head wearing a suit.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on July 30, 2018, 04:01:15 am
"Dang duck god is copying me."
Blarg put 1FP in to Blarg's Zebraman Avatar project thing, and if able he explores G7.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on July 30, 2018, 04:18:08 am
Mabel
make a divine dousing rod at D4, this rod, when held, gently tugs at the hands of its holder to attempt to point at the nearest other divinely created artifact.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on July 30, 2018, 04:30:08 am
Nagas attempts to eat Keerim's delicious eggs.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 30, 2018, 04:49:35 am
So the next tribe to provide me with 3fp will get a reward.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on July 30, 2018, 05:06:00 am
Dipnoi Republic
The God of Snakes has sent a gift to us! An unprecedented event, does it mean the gods are coming back into the world, as per told by the stories of old?... We must make haste, and erect a ziggurath to their glory. And for that, we will need a functioning Mud Kiln...

3 Workers farm at I6 with 3 Crude Tools
3 Pygmy Workers forage for Wood at J7 using 2 Crude Tools and carrying 3 Blowdarts for self-defense
6 Workers begin construction of a Mud Kiln at I6 using 4 Crude Tools
2 Workers research Exploration
Title: Re: Gridhood: Aspects of the Divine!
Post by: Prismatic on July 30, 2018, 07:34:19 am
Aglejo

The existence of the mysterious Seagull People remains a pressing matter in the minds of the islanders. Ongoing research is stalled in light of a communal brainstorming session centred around the prospect of interaction with foreign entities.

3 workers farm at B6 using 3 crude tools.
8 workers research Diplomacy.
3 workers forage for wood at B6 using 3 crude tools.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on July 30, 2018, 10:36:07 am
The People
Action 1:
6 workers use 6 wood and 6 stone to make 3 stone age houses at H4.
Action 2:
3 workers pray to Disci.
Action 3:
3 workers hunt at H4 with 3 crude spears.
Action 4:
1 worker farms at H4 with 1 crude tool.

1 worker is created for 3 food.
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on July 30, 2018, 04:16:13 pm
Nagas attempts to eat Keerim's delicious eggs.
"I don't have eggs, and you really shouldn't just eat strange things you find on the ground."
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on July 30, 2018, 05:41:39 pm
Tellus finds the corpse of Stymphalus and fishes it out of the ocean, dropping it on B6 in a prominent spot. Any remaining FP is spent repairing it, with a strong priority on surface polish(I don't really expect to get it functional on 5 FP, but I hope I can get it decent looking).


Tellus sends a vision to those near Stymphalus when it lands: "The god of metal has returned, and your prayers will once again be listened to. And soon, the protector of the island will resume his duty."
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 30, 2018, 06:16:08 pm
Disci creates the Pickaxe of Discipline at H4. A solid black metal pickaxe that has a good grip. Its user turns disciplined after working with it and it is a fine tool in on itself. On the shaft there is a small heptagonal hole with runes surrounding it. The runes roughly translate to "Enter Gem of Constitution here."
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on July 30, 2018, 11:15:11 pm
 Delta dwellers
3 workers fish with 3 crude spears fish at E7
3 workers forage with 3 crude tools at E8
4 workers build boats
3 workers build fishing nets
Heal injured worker
2 workers forage regant at E8
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on July 30, 2018, 11:15:43 pm
Hidden Monastery

3 workers with 3 crude tools and 1 wooden cart forage wood on K10
3 workers with 3 crude tools forage food on K8
3 workers with 3 crude tools forage food on J8
1 cobra MMA (meditated) researches Deep Meditation
1 worker creates 1 crude tool
3 workers build 1 wooden house
1 worker recuperates
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 31, 2018, 07:40:03 pm
Turn 50 - The Bronze Age - Year of Plenty
(https://i.imgur.com/roUeoeA.png)

Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Locations:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Worldly Events:
It's a Year of Plenty!  All farms, orchards, and ranches have an increased food yield this turn!

Godly actions of note:
Keerim create's Keerim's Avatar at G9 for 5 FP.
Blarg puts 1 FP into "Blarg's Zebraman Avatar", completing the project.
Mabel creates a Divine Dousing Rod at D4 for 5FP.
Tellus doesn't manage to find Stymphalus as the ocean is large and he doesn't know where to look.
Disci creates the Pickaxe of Discipline at H4 for 5 FP.
 
Civilization actions:

Cait Sith
1 worker with the Farmer's Hoe of Discipline, and 2 workers with Crude Tools Farm at K-2.  They get 17 food.  1 worker becomes disciplined.
5 workers and 1 apprentice research Exploration.
2 workers forage at K-1 and get 4 food.
2 workers are created for 6 food.  Mabel gets 2 FP.

The Jotun Oligarchy
3 workers using 3 crude tools farm at the stone age farm at E4 and get 18 food.
3 workers using 3 slings hunt at E4 and get 7 food.
3 workers using 3 crude tools forage at E4 and get 11 food.
1 worker trains to become a Chief.  Disci gets 1 FP.
4 food is spent on the creation of a new worker.  Mabel gets 1 FP.  Farsky gets 1 FP.

Dipnoi Republic
3 Workers farm at I7 with 3 Crude Tools and get 15 food.
3 Pygmy Workers forage for Wood at J7 using 2 Crude Tools and carrying 3 Blowdarts for self-defense.  They get 7 wood.
6 Workers begin construction of a Mud Kiln at I6 using 4 Crude Tools and the building is completed.  Amastay gets 1 FP.
2 Workers research Exploration and the research is completed!

Aglejo
3 workers farm at B6 using 3 crude tools.  They get 19 food.
8 workers research Diplomacy and the research is completed!
3 workers forage for wood at B6 using 3 crude tools.  They get 5 wood.

The People
6 workers use 6 wood and 6 stone to make 3 stone age houses at H4.  Amastay gets 1 FP.
3 workers pray to Disci.
3 workers hunt at H4 with 3 crude spears.  They get 7 food.
1 worker farms at H4 with 1 crude tool and gets 5 food.
1 worker is created for 3 food.

Delta Dwellers
3 workers with 3 crude spears fish at E7 and get 10 food.
3 workers forage with 3 crude tools at E8 and get 9 food.
4 workers build 2 boats.  Kel gets 2 FP.
3 workers build 3 fishing nets.  Kel gets 1 FP.
1 injured worker recovers.
2 workers forage for reagents at E8 and get 3 reagents.

Hidden Monastery
3 workers with 3 crude tools and 1 wooden cart forage wood on K10 and get 8 wood.
3 workers with 3 crude tools forage food on K8 and get 8 food.
3 workers with 3 crude tools forage food on J8 and get 7 food.
1 cobra MMA (meditated) researches Deep Meditation.
1 worker creates 1 crude tool.  Kel is unimpressed.
3 workers build 1 wooden house.  Amastay gets 1 FP.
1 worker dies from a tropical disease!

The Lonely Icma. were just a rumor and never actually existed!!
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on July 31, 2018, 07:40:20 pm
Turn 50 continued

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on July 31, 2018, 07:44:36 pm
So the next tribe to give me 3fp will get a reward!
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on July 31, 2018, 08:01:52 pm
Jotun Oligarchy

The Jotun Oligarchy.

Spoiler: Doublecheck (click to show/hide)
Spoiler: Action Post (click to show/hide)
Spoiler: Passive Tech Effects (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on July 31, 2018, 08:46:44 pm
((Just making sure you noticed your dousing rod jotun))
Title: Re: Gridhood: Aspects of the Divine
Post by: Sarrak on July 31, 2018, 11:28:11 pm
Hidden Monastery

Time to remember DISCIPLINE!

3 workers with 3 crude tools forage food on J8
3 workers with 3 crude tools forage food on K8
3 workers with 3 crude tools forage food on K10
1 cobra MMA & 1 worker meditate
3 workers pray to Disci
Create 2 workers
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on July 31, 2018, 11:41:08 pm
Keerim looks around G9 for his zebras
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on July 31, 2018, 11:59:39 pm
((Just making sure you noticed your dousing rod jotun))
((Erm, thats not a farming tool...))
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on August 01, 2018, 12:02:37 am
They are working on the tile with artifacts. Working a tile increases exploration rate, so it shouldn't matter what the people on the tile are doing.
Title: Re: Gridhood: Aspects of the Divine!
Post by: RulerOfNothing on August 01, 2018, 12:17:01 am
If possible, I would like to join as a civilization:

Name: Drecthul Commonwealth
Trait: Curious
Starting Tile: B9
Starting Actions: 3 workers forage at C9, 2 workers forage at C8, 3 workers craft 3 crude tools and 2 workers explore C9
Also they start off with Cuneiform

Is this alright?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on August 01, 2018, 01:16:04 am
Disci creates the Sense of Discipline at J9. This sense of metal is purple and is well weighed. The Sense grants discipline to the person that used it to farm. It has a small hole in the shaft that is adorned with runes that roughly translate to: "Enter the Gem of Constitution here."


Now children many of you bestowed me with their faith, and in return you have received the gifts I brought you. I have proven to be trustworthy. I CAN be a patron god to you, if you dedicate yourselves to worship me.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on August 01, 2018, 04:10:14 am
Nagas opens Divine Project: The Easter Egg at D4, putting 2FP into it! The Easter Egg is a neat artefact that has exactly one power: When found by a mortal, it instantly disappears and hides itself somewhere else that is always guaranteed to be closer to the Divine Dousing[sic] Rod than any other artefact!

"Ż\:D/Ż"
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on August 01, 2018, 04:23:20 am
Dipnoi Republic

A small communication mistake led our Mud Kiln to be built a bit far into the north. Was it really a misunderstanding, or is the "mud quality" of the northern swamp really better?

2 Workers make 10 Mud Bricks at the Mud Kiln (I6) using 2 Wood as Fuel
3 Workers farm at I7 with 3 Crude Tools
3 Pygmy Workers train to become Scouts
6 Workers build a Stone Age Farm at I6 using 6 Crude Tools
1 Labor added to the Stone Age Farm from Mathematics
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on August 01, 2018, 05:42:08 am
"Good to be back on the ground, would be better if the duck god wasn't here."
Blarg uses his physical body to explore G7, mostly be on the lookout for the Zebras or signs that indicate where they went, also look for any artifacts that might be sitting around, specifically the wagon.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on August 01, 2018, 05:49:47 am
 Delta dwellers
3 workers with 3 boats and 3 fishing nets fish at E7
3 workers reaserch sea fearing
3 workers with 3 crude tools forage food at E8
3 workers build crude tools
2 workers reaserch fish traps
Title: Re: Gridhood: Aspects of the Divine!
Post by: Prismatic on August 01, 2018, 06:30:22 am
Aglejo

1 worker farms at B6 using 1 crude tool.
2 workers assemble (2?) wooden carts using 2 crude tools.
3 workers forage for stone at B6 using 3 crude tools.
3 workers forage for wood at B6 using 3 crude tools.
3 workers research Bronze Age Farming.
2 workers research Mathematics.

Set diplomatic state with the 'Seagull People' to Neutral.

Writing style: Cuneiform
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 01, 2018, 07:19:29 am
Potential issue, I think I'm missing a worker.

10 W
1 D W
1 Apprentice.

Last turn-
3 on farm
6 on research
2 on foraging
2 born.

So it should be 13.

On with our work.
Cait Sith
3 regular workers and 1 apprentice research exploration.
1 worker using the Hoe of Discipline and 2 using crude tools, farm at K-2.
3 workers use crude spears to fish at K-1.
1 disciplined worker trains as a Philosopher.
2 workers are born for 6 food.
2 workers make 2 crude tools.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on August 01, 2018, 09:57:25 am
The People
Action 1:
3 workers farm at H4 with 3 crude tools.
Action 2:
3 workers hunt at H4 with 3 crude spears
Action 3:
8 workers research Exploration
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 02, 2018, 11:22:57 am
That's every civ.. 7+ the new one.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on August 02, 2018, 11:20:37 pm
Turn 51 - The Bronze Age
(https://i.imgur.com/Pg2eyqC.png)

Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Locations:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Worldly Events:

Godly actions of note:
Keerim looks around tile G9.  The exploration level was raised by 6%.
Disci creates the Sense of Discipline at J9 for 5 FP.
Nagas begins the divine project "the Easter Egg" and puts 2 FP into it.
Blarg explores tile G7 with his avatar.  The exploration level was raised by 2%.

Civilization actions:

The Jotun Oligarchy
3 workers using 3 crude tools and one artifact "divine dousing rod" Farm at the stone age farm at E4 and get 12 food.  While working the farm, the dowsing rod points somewhere, presumably towards an artifact, but the worker is too busy farming to investigate.  Exploration at tile E4 has revealed that there is a river there.
1 Chief and 7 workers Begin research on Farming Profession.
4 food is spent on the creation of a new worker.  Farsky gets 1 FP.  Mabel gets 1 FP.

Hidden Monastery
3 workers with 3 crude tools forage food on J8 and get 8 food.
3 workers with 3 crude tools forage food on K8 and get 6 food.
3 workers with 3 crude tools forage food on K10 and get 9 food.  A worker is eaten by a giant python!  Nagas gets 3 FP!!
1 cobra MMA & 1 worker meditate.
3 workers pray to Disci.
6 food is spent to create 2 workers.

Drecthul Commonwealth arises at tile B9!!
3 workers forage for food at C9 and get 7 food.
2 workers for attempt to forage for food at C8 but are driven away by 6 armed Skettins!! (They are hunched over humanoids similar in appearance to Gollum from Lord of the Rings)
3 workers craft 3 crude tools.  Kel is bored with tool crafting, for now.
2 workers explore C9.  The exploration level was raised by 7%.
Your exploration at tile B9 has revealed the location Grenda's Lair.  Tile B9 is an ordinary mountain.

Dipnoi Republic
2 Workers make 10 Mud Bricks at the Mud Kiln (I6) using 2 Wood as Fuel.  Blarg gets 2 FP.
3 Workers farm at I7 with 3 Crude Tools and get 9 food.
3 Pygmy Workers train to become Scouts.  Disci gets 3 FP.
6 Workers build a Stone Age Farm at I6 using 6 Crude Tools.  1 Labor is added to the Stone Age Farm from Mathematics.  The stone age farm is completed.  Amastay gets 1 FP.

Delta Dwellers
3 workers with 3 boats and 3 fishing nets fish at E7 and get 12 food.
3 workers attempt to research Seafaring, but the tech is too advanced and they get stuck.  1 worker instead researches Cotton, 1 worker researches Sundials.
3 workers with 3 crude tools forage food at E8 and get 9 food.
3 workers build 3 crude tools.
2 workers research fish traps.

Aglejo
1 worker farms at B6 using 1 crude tool and gets 4 food.
2 workers assemble 2 wooden carts using 2 crude tools.  Kel gets 2 FP.
3 workers forage for stone at B6 using 3 crude tools.  They get 7 stone.
3 workers forage for wood at B6 using 3 crude tools.  They get 7 wood.
3 workers research Bronze Age Farming.
2 workers research Mathematics.
Diplomatic state with the 'Seagull People' set to Neutral.

Cait Sith
(worker error corrected)
3 regular workers and 1 apprentice research exploration.
1 worker using the Hoe of Discipline and 2 using crude tools, farm at K-2.  They get 10 food.  1 worker becomes disciplined.  Disci gets 1 FP.
3 workers use crude spears to fish at K-1.  They get 9 food.
1 disciplined worker trains to be a disciplined philosopher.  Disci gets 2 FP!
2 workers make 2 crude tools.
2 workers are born for 6 food.  Mabel gets 2 FP.

The People
3 workers farm at H4 with 3 crude tools.  They get 8 food.
3 workers hunt at H4 with 3 crude spears and get 8 food.
8 workers research Exploration and the tech is completed.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on August 02, 2018, 11:21:12 pm
Turn 51 continued

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on August 02, 2018, 11:48:37 pm
Are skettins demihumans?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on August 03, 2018, 04:16:06 am
Hidden Monastery

7 workers with 7 crude tools build stone age farm on J8
3 workers with 3 crude tools forage food on K10
3 workers with 3 quaterstaffs hunt on K8
1 cobra MMA (meditated) & 1 worker (meditated) research Deep Meditation
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on August 03, 2018, 04:25:14 am
Use the sense of discipline.

And for that matter: Use the pickaxe of discipline the people...
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on August 03, 2018, 04:46:01 am
Use the sense of discipline.

And for that matter: Use the pickaxe of discipline the people...
I'm building the farm, can't use it yet
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on August 03, 2018, 04:47:14 am
Oh sorry, didnt realize that, but now that you say it i see it was obvious ^^
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on August 03, 2018, 04:49:10 am
Delata Dweller
3 workers with 3 boats and 3 fishing nets fish at E7
1 worker with 1 crude tool forage food in D8
3 workers reaserch Sundials
4 workers reaserch fish traps
3 workers reaserch sails
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on August 03, 2018, 05:13:47 am
Nagas completes the Easter Egg.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on August 03, 2018, 07:17:51 am
Blarg uses his physical body to continue to explore G7 and look for the Zebras.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 03, 2018, 08:35:58 am
Quote from: Last turn
Cait Sith
1 worker with the Farmer's Hoe of Discipline, and 2 workers with Crude Tools Farm at K-2.  They get 17 food.  1 worker becomes disciplined.
5 workers and 1 apprentice research Exploration.
2 workers forage at K-1 and get 4 food.
2 workers are created for 6 food.  Mabel gets 2 FP.

This turn 4 researched it.. So it should be at 10, not 6.

Error in tech completion. What does our completed tech do?

Secondary- being Cat demihumans seems to give us quite a few boosts.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Atomic Chicken on August 03, 2018, 08:50:06 am
Are skettins demihumans?
Out of curiosity, how would you define 'demihuman'?
Title: Re: Gridhood: Aspects of the Divine!
Post by: RulerOfNothing on August 03, 2018, 08:50:36 am
Drecthul Commonwealth

3 workers forage at C9 with 3 crude tools
3 workers hunt at C9 with 3 crude spears
2 workers research Yearning for Answers
2 workers explore C9
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on August 03, 2018, 09:35:33 am
Are skettins demihumans?
Out of curiosity, how would you define 'demihuman'?
Generally defined on a case-by-case basis, but as a rule of thumb if the easiest way to describe the species is "like humans, but ___________ " then they're probably demihumans.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on August 03, 2018, 09:48:04 am
The People
Action 1:
3 workers use 3 crude tools to farm at H4
Action 2:
3 workers train to be scouts
Action 3:
3 workers use 3 crude spears to hunt at H4
Action 4:
3 workers make 3 crude tools
Action 5:
2 workers use 2 crude spears and 2 boats to fish at G4
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 03, 2018, 10:18:38 am
Cait Sith

1 Philosopher argues. With Discipline!
1 Disciplined Worker trains as a Scout.
2 workers forage at K-2 with crude tools.
1 worker with the Hoe of Discipline and 2 workers with crude tools farm at K-2.

7 workers and 1 apprentice research Basic Mapmaking. {This is where philosophy shines.}
(Hope this will improve our travel time through mapped tiles, we have the books for each tile after all.)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Prismatic on August 03, 2018, 01:14:04 pm
Aglejo

3 workers farm at B6 using 3 crude tools.
4 workers construct a brick kiln at B6 using 4 crude tools.
2 workers forage for clay at B6 using 2 crude tools and 2 wooden carts.
3 workers research Bronze Age Farming.
2 workers research Mathematics.
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on August 03, 2018, 03:18:55 pm
Keerim keeps looking around G9

Is there anything you need help with Aglejo?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on August 03, 2018, 03:21:31 pm
Jotun Oligarchy

The Jotun Oligarchy.

Spoiler: Doublecheck (click to show/hide)
Spoiler: Action Post (click to show/hide)
Spoiler: Passive Tech Effects (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 03, 2018, 05:07:08 pm
All civs posted.

I have enough food production for major actions every second turn. Now if only I can reclaim J-1.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on August 03, 2018, 05:08:06 pm
Dipnoi Republic
It is said our forefathers once lived in the northern swamps... One wonders what will we find as we explore these lands.

5 Workers build 3 Mud Brick Houses using 3 Crude Tools and 6 Mud Bricks
3 Workers farm at I6 with 3 Crude Tools
3 Workers farm at I7 with 3 Crude Tools
3 Pygmy Scouts explore I6 with 3 Blowdarts
Use 2.5? Food to create 1 Pygmy Worker
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on August 04, 2018, 09:07:39 pm
Turn 52 - The Bronze Age
(https://i.imgur.com/NQq6Arh.png)

Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Locations:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Worldly Events:

Godly actions of note:
Spoiler: Mabel asks a question. (click to show/hide)
Nagas adds 3 FP to the divine project "The Easter Egg", completing it!
Blarg continues exploring tile G7 with his avatar.  The exploration level was raised by 3%.  Blarg spots what might be the ruins of Willamette in the distance.
Keerim continues looking around tile G9.  The exploration level was raised by 3%.  Keerim thinks he might have spotted Mount Thrushmore in the distance.
I forgot to raise the exploration levels in those 2 tiles on the map.  Remind me next turn.

Civilization actions:

Hidden Monastery
7 workers with 7 crude tools complete a stone age farm at J8.  Amastay gets 1 FP.
3 workers with 3 crude tools forage food on K10 and get 7 food.
3 workers with 3 quaterstaffs hunt on K8 and get 5 food.
1 cobra MMA (meditated) & 1 worker (meditated) continue research on Deep Meditation.

Delta Dwellers
3 workers with 3 boats and 3 fishing nets fish at E7 and get 10 food.
1 worker with 1 crude tool forage food in D8 and gets 4 food.
3 workers reaserch Sundials, adding 4.5 research to the stone age tech!
4 workers reaserch fish traps.
3 workers attempt to research Sails.  1 worker starts the research but realizes that Cotton is needed first.  1 worker decides to research Cotton, and the last worker messes around.

Drecthul Commonwealth
3 workers forage at C9 with 3 crude tools and get 9 food.
3 workers hunt at C9 with 3 crude spears and get 4 food.
2 workers research Yearning for Answers.
2 workers explore C9.  The exploration level is raised by 7%.

The People
3 workers use 3 crude tools to farm at H4 and get 11 food.
3 workers train to be scouts.  Disci gets 3 FP!
3 workers use 3 crude spears to hunt at H4 and get 7 food.
3 workers make 3 crude tools.
2 workers use 2 crude spears and 2 boats to fish at G4 and get 7 food.  1 worker's boat is nearly capsized by an orca!

Cait Sith
(tech error fixed)
1 Philosopher argues.
1 Disciplined Worker trains to become a disciplined scout.  Disci gets 1 FP.
2 workers forage at K-2 with crude tools.  They get 7 food.
1 worker with the Hoe of Discipline and 2 workers with crude tools farm at K-2.  They get 10 food.  1 worker becomes disciplined.  Disci gets 1 FP.
7 workers and 1 apprentice research Basic Mapmaking.  1 worker listens to the philosopher and makes a breakthrough!

Aglejo
3 workers farm at B6 using 3 crude tools.  They get 16 food.
4 workers construct a brick kiln at B6 using 4 crude tools.  The brick kiln is completed!  Amastay gets 2 FP!
2 workers forage for clay at B6 using 2 crude tools and 2 wooden carts and get 9 clay.
3 workers research Bronze Age Farming.
2 workers research Mathematics.

The Jotun Oligarchy
3 workers using 3 crude tools Farm at the stone age farm at E4 and get 12 food.
2 workers using 2 crude tools and the artifact "divine dousing rod" Forage at E4 and get 7 food.  The dowsing rod points somewhere.
2 workers using 2 crude tools create 3 crude Spears.
1 chief and 4 workers Research Farming Profession.
4 food is spent on the creation of a new worker.  Farsky gets 1 FP.  Mabel gets 1 FP.

Dipnoi Republic
5 Workers build 3 Mud Brick Houses using 3 Crude Tools and 6 Mud Bricks.  Amastay gets 1 FP.
3 Workers farm at I6 with 3 Crude Tools and get 9 food.
3 Workers farm at I7 with 3 Crude Tools and get 7 food.
3 Pygmy Scouts explore I6 with 3 Blowdarts.  The exploration level goes up 20%.  The scouts discover the location Ancient Dipnoi Ruins in the tile!  Blarg gets 2 FP!
Used 3 Food to create 1 Pygmy Worker.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on August 04, 2018, 09:07:57 pm
Turn 52 continued

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on August 04, 2018, 09:16:49 pm
I call upon you nations.
I hereby declare a contest. To enter the contest you must produce 3fp for me. Then you must describe a fine artpiece one of your people creates in his free time. The gods will vote for the best piece and the winner will get a mighty prize. All the losers will be refunded by receiving a zap according to their actions.

The art shall be anything, be it performance, dance, sculpting, poetry...
Unoriginal works will not be considered. Also keep it in your bronze age era.
Title: Re: Gridhood: Aspects of the Divine!
Post by: RulerOfNothing on August 04, 2018, 10:40:00 pm
Drecthul Commonwealth

1 worker researches Yearning for Answers
3 workers forage at C9 with 3 crude tools
3 workers build a stone age farm at C9 with 3 crude tools
2 workers explore C9
1 worker hunts at C9 with a crude spear
Increase population by 1
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on August 04, 2018, 10:53:39 pm
Jotun Oligarchy

The Jotun Oligarchy had no time for artistic work, because they were too busy trying to overcome their food crisis.

Spoiler: Doublecheck (click to show/hide)
Spoiler: Action Post (click to show/hide)
Spoiler: Passive Tech Effects (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on August 04, 2018, 11:35:43 pm
Hidden Monastery

There is no art, just discipline.

3 workers with 3 crude tools and Sense of Discipline farm on J8
3 workers with 3 crude tools forage food on K10
3 workers with 3 crude tools forage food on K8
3 workers create 1 wooden house
2 workers & 1 cobra MMA meditate
Create 3 new workers
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on August 05, 2018, 01:33:09 am
Amastay uses 15 fp to create "The Divine Cookbook". It teaches workers who read it how to prepare food, so that it is both more nutritious, and more delicious. He places this in the camp at D4.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Prismatic on August 05, 2018, 01:42:23 am
Is there anything you need help with Aglejo?
The only thing that comes to mind at the moment is the issue of the potentially hostile seagull men; we're managing quite well otherwise.

Aglejo

Error: 4 stone should have been removed from my inventory following construction of the brick kiln.

3 workers farm at B6 using 3 crude tools.
2 workers make bricks at B6.
5 workers research Bronze Age Farming.
2 workers forage for wood at B6 using 2 crude tools and 2 wooden carts.
2 workers assemble 2 wooden carts using 2 crude tools.

Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on August 05, 2018, 02:04:06 am
-.-
Mabel, Godess of demihumans
Are Skettins under my perview?
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on August 05, 2018, 04:53:18 am
"Looks like I finally found Willamette."
Blarg spends 5FP to create the binoculars of exploration they increase the amount explored when used by however much 5FP will get, they will appear in G7 in his hands, then he uses his physical body to continue to explore G7 whilst making his way towards Willamette.

I forgot to raise the exploration levels in those 2 tiles on the map.  Remind me next turn.
Reminder to raise the exploration level of G7 and G9 by 3%.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 05, 2018, 07:39:33 am
You know, it might help if Basic Mapmaking was actually in our tech section. How much is left?

Food is correct though.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 05, 2018, 11:47:46 am
Cait Sith

2 workers with crude tools and 1 worker with the Hoe of Discipline Farm at K-2.
3 workers use Crude Spears to fish at K-1.
1 Philosopher argues.
1 Disciplined Scout Scouts J-1 for enemy routes.
1 Disciplined Worker, 2 workers, and 1 Apprentice researches Basic Mapmaking.

2 workers with crude tools, and 1 worker without forages stone from K-2.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on August 05, 2018, 12:59:47 pm
Hey Zazmio, I think you forgot to include the scouts in my civ status.

The People
Action 1:
3 scouts explore at H4 with 3 crude spears
Action 2:
3 workers research Mathematics
Action 3:
3 workers farm at H4 with 3 crude tools
Action 4:
2 workers forage for wood at G3 with 2 crude tools
Action 5:
3 workers hunt at G3 with 3 crude tools

2 new workers are created for 6 food
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on August 05, 2018, 02:46:12 pm
Is there anything you need help with Aglejo?
The only thing that comes to mind at the moment is the issue of the potentially hostile seagull men; we're managing quite well otherwise.
Ok, I'll save some FP to deal with any problems from the seagulls

Keerim walks towards Mount Thrushmore
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 05, 2018, 03:06:42 pm
Those Seagulls? They Survived?!?!
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on August 05, 2018, 03:57:05 pm

Delata Dweller
3 workers with 3 boats and 3 fishing nets fish at F7
1 worker with 1 crude tool forage food in D8
2 workers reaserch Sundials
4 workers reaserch fish traps
4 workers reaserch cotton
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on August 05, 2018, 05:13:27 pm
-.-
Mabel, Godess of demihumans
Are Skettins under my perview?
That's an interesting philosophical question.  What is human?  Perhaps you should debate it with the Cait Sith's philosopher.  It's beginning to look like they're humans of strange appearance, since you got no FP, but who knows?  Maybe they aren't really human and I just fucked up.

Many thanks for the Aglejo's honesty.  Stone fixed.  Cait Sith said their mapmaking tech wasn't there, but it was, just not highlighted correctly.  The People's scout total was fixed, too.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 05, 2018, 06:00:10 pm
We do have Spiritualism, but we haven't research Shrines yet. Or Rites for that matter.
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on August 05, 2018, 07:24:33 pm
Those Seagulls? They Survived?!?!
A seagull man was seen at B6, not sure how similar they are to the bloodthirsty plague seagulls from earlier
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on August 05, 2018, 07:30:34 pm
That's an interesting philosophical question.  What is human?  Perhaps you should debate it with the Cait Sith's philosopher.  It's beginning to look like they're humans of strange appearance, since you got no FP, but who knows?  Maybe they aren't really human and I just fucked up.
It's really not, and don't try to obfuscate what IS a very simple binary hard-fact question yet again. Your response would have been reasonable if it weren't Mabel, godess of demihumans, asking the GM of the game for information that in-setting she would have known instantaniously and automatically. The philosophical crap doesn't matter, because you've already established that a given god/godess's interest in something is what makes it give them FP. either she finds it interesting, or she doesn't, the technicalities of what a demihuman is or isn't really doesn't matter. Next you're going to say we should ask the meditating monks if someones food total is accurate. Having to ask you this three times in a row is very much not okay.
Do. The. Skettins. Fall. Under. Mabel's. Interests?
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 05, 2018, 07:35:39 pm
Kinda think they would fall under monsters. Unless they are intelligent, in which case they would be demi-humans.

I wonder how the pixies and dragons are doing. Be nice if I could tame the dragons.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on August 05, 2018, 08:06:57 pm
Zazmio, why are you trolling Lenglon? Did they do something wrong? I don't think your passive aggressive thing is called for.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on August 05, 2018, 08:12:33 pm
I don't read it as passive-aggression at all. It sounds to me like the nature of skettins is a secret. And like Lengion is flipping out over nothing. Which this game seems to have a way of making people do!
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 05, 2018, 08:16:11 pm
Well, they might be Redead. Since Amasty's Wrath destroyed all the Undead. Or that Vamp lord survived.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on August 05, 2018, 11:52:46 pm
Whoa now.  Let's settle down.  I wasn't being passive aggressive.  If I came off that way, it wasn't my intent.

My point was supposed to be that they could be demihuman, and for some reason they didn't trigger Mabel's aspect.  Or they could just be weird looking humans.  It is kind of an interesting philosophical question, in a goofy kind of way.  Just how different yet still humanoid does something have to be before it triggers Mabel's aspect?  If something is grotesque in our eyes, and has a weird name, does that mean it should be automatically demihuman?  Yet they could still be just weird humans.  I'm not obligated to say for sure either way, I'm afraid.

Sometimes things don't trigger an aspect when it seems like they should.  That's just the way this game rolls sometimes.  It could be that I overlooked it, or it could be that, for some reason, I deemed it to be not interesting enough to Mabel to get her excited. 
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on August 06, 2018, 12:54:29 am
Some mistakes with the Republic! We should have 3 Food instead of 36, and our population should be 11 Workers, 3 Pygmy Scouts and 1 Pygmy Worker.

Dipnoi Republic

3 Workers farm at I6 with 3 Crude Tools
3 Workers farm at I7 with 6 Crude Tools
3 Workers forage for Food at H7 with 3 Crude Tools
1 Worker and 1 Pygmy Worker build a Wooden Cart using 2 Wood.
3 Pygmy Scouts explore I6 with 3 Blowdarts, and try to avoid hostile contact.
1 Worker make 5 Mud Bricks at the Mud Kiln (I6) using 1 Wood as Fuel.
Use 3 Food to create 1 Pygmy Worker.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on August 06, 2018, 01:04:33 am
So they are not demihumans, and I can simply ignore them as not relevant until and unless shown otherwise, rather than spending FP looking out for them and helping them prosper. got it. thank you.

Mabel
No action.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on August 06, 2018, 01:10:57 am
Some mistakes with the Republic! We should have 3 Food instead of 36, and our population should be 11 Workers, 3 Pygmy Scouts and 1 Pygmy Worker.
Lots of mistakes this turn...
All fixed, thanks.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on August 07, 2018, 12:19:00 am
Turn 53 - The Bronze Age
(https://i.imgur.com/EssvPWL.png)

Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Locations:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Worldly Events:
There is a drought at tile E4.  Jotun farmers look to the sky, praying for rain, but it doesn't come.  All food production there is halved this turn!

Godly actions of note:
For 15 FP, Amastay creates the Divine Cookbook, an artifact book written in hieroglyphs, at tile D4!
For 5 FP, Blarg creates the Binoculars of Exploration in his hands at tile G7.  The artifact will not take effect until next turn.  Then Blarg continues exploring G7.  The exploration level is raised 4%.  Blarg discovers the ruins of Willamette.  There are no zebras to be seen.  In the distance, Blarg can see a black and white striped spire, just like he saw in his dream/vision.
Keerim continues exploring tile G9.  The exploration level is raised 3%.  Keerim discovers the location Mount Thrushmore.  There is a long abandoned zebra settlement nearby.  From atop Mount Thrushmore, Keerim can see very far, raising exploration another 10%.  Far in the distance there appears to be a tower of some kind.

Civilization actions:

Drecthul Commonwealth
1 worker researches Yearning for Answers, and the research is complete!
3 workers forage at C9 with 3 crude tools.  They get 8 food.
3 workers begin construction of a stone age farm at C9 with 3 crude tools.
2 workers explore C9.  The exploration level is raised 7%.  The workers discover that the tile has a vast freshwater lake in the middle.
1 worker hunts at C9 with a crude spear and gets 2 food.
1 worker is created for 3 food.

The Jotun Oligarchy
3 workers using 3 crude tools Farm at the stone age farm at E4 and get 7 food.  Food yield was halved by drought!
1 workers using 1 crude tools and the artifact "divine dousing rod" Forage at D4 and get 2 food.  The dowsing rod points somewhere.  The worker forages in that direction and discovers the Easter Egg, which promptly disappears.
1 chief using a sling and a spear and 2 workers using 2 slings and 2 spears Hunt at D5.  Hunting mammoth proves to be perilous; 1 worker is injured in a stampede!  They get 10 food.
2 workers using 1 crude tool Forages for wood at F5 and get 7 wood.
2 workers using 2 crude tools Create 3 crude tools.
2 workers Research Farming Profession.  The tech is complete!
4 food is spent on the creation of a new worker.  Farsky gets 1 FP.  Mabel gets 1 FP.

Hidden Monastery
3 workers with 3 crude tools and Sense of Discipline farm on J8 and get 8 food.  1 worker becomes disciplined.  Disci gets 1 FP.
3 workers with 3 crude tools forage food on K10 and get 6 food.  1 worker contracts a tropical disease!
3 workers with 3 crude tools forage food on K8 and get 7 food.
3 workers create 1 wooden house.
2 workers & 1 cobra MMA meditate.  Disci gets 1 FP.
9 food spent to create 3 workers.

Aglejo
3 workers farm at B6 using 3 crude tools.  They get 18 food.
2 workers make bricks at B6.  They spend 2 wood and 2 clay to make 10 bricks.
5 workers research Bronze Age Farming.  The research is complete!
2 workers forage for wood at B6 using 2 crude tools and 2 wooden carts.  They get 5 wood.
2 workers assemble 2 wooden carts using 2 crude tools.  Kel gets 1 FP.
3 Seagull folk fly into your settlement.  2 are armed with bronze-tipped spears, and the third wears fancy clothing and a fancy hat.  Though you can't understand their language, you get the impression that the fancy one is some kind of spokesman.  Keerim gets 2 FP.  Mabel gets 2 FP.  Tellus is intrigued by the bronze spears, and gets 1 FP.

Cait Sith
2 workers with crude tools and 1 worker with the Hoe of Discipline Farm at K-2.  They get 12 food.  1 worker becomes disciplined.  Disci gets 1 FP.
3 workers use Crude Spears to fish at K-1.  They get 9 food.
1 Philosopher argues.
1 Disciplined Scout Scouts J-1 for enemy routes.  The exploration level goes up 8%.  While hidden in a tree, the scout observes a patrol of 8 skeletal warriors pass by.
1 Disciplined Worker, 2 workers, and 1 Apprentice research Basic Mapmaking.  1 worker makes a breakthrough!
2 workers with crude tools, and 1 worker without forages stone from K-2.  They get 4 stone.

The People
3 scouts explore at H4 with 3 crude spears.  The exploration level goes up 30%!  Your scouts discover the location Lair of the Pillar Cultists!
3 workers research Mathematics.
3 workers farm at H4 with 3 crude tools.  They get 10 food.
2 workers try to forage for wood at G3 with 2 crude tools but are driven away by 5 armed warriors!
3 workers attempt to hunt at G3 with 3 crude tools but wisely retreat from 5 better armed warriors!
6 food spent to create 2 workers.

Delta Dwellers
3 workers with 3 boats and 3 fishing nets fish at F7 and get 14 food.
1 worker with 1 crude tool forage food in D8 and gets 2 food.
2 workers reaserch Sundials.  The tech is complete.
4 workers reaserch fish traps. 
4 workers reaserch cotton.

Dipnoi Republic
3 Workers farm at I6 with 3 Crude Tools and get 9 food.
3 Workers farm at I7 with 3 Crude Tools and get 8 food.
3 Workers forage for Food at H7 with 3 Crude Tools and get 8 food.
1 Worker and 1 Pygmy Worker build a Wooden Cart using 2 Wood.
3 Pygmy Scouts explore I6 with 3 Blowdarts, and try to avoid hostile contact.  The exploration level goes up 26%.  The scouts find a giant ancient statue of a colossus with a sword battling a giant anaconda!  Blarg gets 2 FP!  Farsky gets 1 FP.  Mabel gets 1 FP.  Nagas gets 1 FP.
1 Worker make 5 Mud Bricks at the Mud Kiln (I6) using 1 Wood as Fuel.
Used 3 Food to create 1 Pygmy Worker.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on August 07, 2018, 12:19:22 am
Turn 53 continued

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on August 07, 2018, 12:47:21 am

Delata Dweller
3 workers with 3 boats and 3 fishing nets fish at F7
A worker with a crude tool forage wood in D8
A worker with a crude tool make a fishing net
A worker with a crude tool make a crude spear
4 workers research fish traps
4 workers research cotton

Title: Re: Gridhood: Aspects of the Divine!
Post by: RulerOfNothing on August 07, 2018, 01:48:40 am
Drecthul Commonwealth

A possible error: I had 10 food last turn, harvested 10 food and consumed 13 food (10 sustenance and 3 for the new worker) so I should have 7 food instead of 5.

3 workers train to become explorers
4 workers continue work on the stone age farm at C9 with 3 crude tools
3 workers forage at C9 with 3 crude tools
1 worker hunts at C9 with a crude spear
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on August 07, 2018, 08:08:55 am
"It took so long to get here and it turns out theirs no one's here, and now I have to walk all the way to some lighthouse looking thing, these Zebras better recognize me when I get there or I might have to slap one of them."
Blarg uses his physical body and the Binoculars of Exploration to explore G7 and the ruins of Willamette to try and see if I can find my wagon, then I give Nagas 1FP.

I think at some point Nagas gave me some FP for something, but I don't remember if I gave it back, so I'm gonna give it back now.
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on August 07, 2018, 12:39:30 pm
Keerim  zaps one of the Aglejo to give them the ability to speak the seagull people’s language
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on August 07, 2018, 01:50:02 pm
Hidden Monastery

3 workers with 3 crude tools and Sense of Discipline farm on J8
3 workers with 3 crude tools forage food on K10
2 workers & 1 d.worker with 3 crude tools forage food on K8
3 workers meditate
2 workers create 1 wooden cart
2 workers & 1 cobra MMA (all meditated) research Deep Meditation
1 worker with tropical disease recuperates
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 07, 2018, 02:50:11 pm
Ah, to see a slight mistake. Discipline Worker count should be 2.

Cait Sith
1 Disciplined Philosopher Argues. With Discipline!!
1 Disciplined Worker finishes Basic Mapmaking.
1 Disciplined Scout further scouts J-1.(Has a Spear)
1 apprentice, 3 workers, and 1 Disciplined worker research Mangrove Survival.
1 Worker with the Hoe of Discipline and 2 workers with crude tools farm at K-2.
2 workers research Sanitation.
2 workers forage at K-2 with crude tools.
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on August 07, 2018, 03:15:29 pm
The power is flowing... I guess it will be time to do some miracles soon.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on August 07, 2018, 04:19:35 pm
Mabel
Create Mabel's pixie avatar at F11 for 15FP
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on August 07, 2018, 04:39:57 pm
Jotun Oligarchy

The Jotun Oligarchy now realize that the "Easter Egg" was actually intended to be malicious. Has Nagas not caused enough damage already?

Spoiler: Action Post (click to show/hide)
Spoiler: Passive Tech Effects (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on August 07, 2018, 04:55:37 pm
The People
Action 1:
3 scouts explore at H4 with 3 crude spears
Action 2:
3 workers hunt at H4 with 3 crude spears
Action 3:
3 workers farm at H4 with 3 crude tools
Action 4:
3 workers forage at H4 with 3 crude tools
Action 5:
4 workers research Mathematics
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on August 07, 2018, 05:07:04 pm
The Jotun Oligarchy now realize that the "Easter Egg" was actually intended to be malicious. Has Nagas not caused enough damage already?
You say "intended to be malicious", I say "intended to counteract Mabel's favoritism and keep that stupid lens hidden where it belongs for a little longer".
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 07, 2018, 05:10:53 pm
Can we get a dowsing rod?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on August 07, 2018, 05:16:58 pm
Actually, you know what, Jötnar, as a special limited time offer I will upgrade it to produce food when found when I have enough FP, free of charge.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on August 07, 2018, 05:37:01 pm
Can we get a dowsing rod?
No. I have something else in mind for you.

and Jotun, I think you can deal with the Easter Egg quite effectively if you think out exactly how it works. I don't know about Nagas, but I've seen a loophole in its functionality.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on August 07, 2018, 05:41:51 pm
I don't get it. If you wanted it to keep the lens hidden then why didn't you put it on the tile with the temple?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on August 07, 2018, 05:46:52 pm
I don't get it. If you wanted it to keep the lens hidden then why didn't you put it on the tile with the temple?
Because I don't know for sure whether the lens is still in the same place, but I know where the dowsing rod is.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on August 07, 2018, 06:14:16 pm
Know what? This is bearable. Yeah, I guess its ok if you do things like this. I like this more than the seagulls and eldritch abominations that I know you are capable of making.

Also, you could have made the artifact a magical snake thing. That way it would have probably gave you some FP back when mortals find it.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Prismatic on August 07, 2018, 06:40:09 pm
Aglejo

1 worker presents 10 food to the Seagull delegation as a sign of goodwill.
3 workers construct a brick house at B6 using 2 crude tools.
3 workers farm at B6 using 3 crude tools.
3 workers harvest at B6 using 3 crude tools.
1 worker forages for stone at B6 using 1 crude tool and 1 wooden cart.
3 workers research Mathematics.

3 new workers are created.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on August 07, 2018, 06:45:39 pm
Hold on. I thought we could only make one new worker each turn?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on August 07, 2018, 07:14:37 pm
Hold on. I thought we could only make one new worker each turn?
You can make as many as you can afford.

Also, I added 1 FP to Mabel and 1 FP to Nagas because the statue the Dipnoi discovered was of a demihuman colossus battling a giant snake.  I checked Nagas's FP and it seems to be correct.  I added discipline to a Cait Sith worker and fixed the Drecthul's food.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on August 07, 2018, 07:17:30 pm
Huh. This whole game I thought that civilizations could only make one new worker per turn.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 07, 2018, 07:25:58 pm
That's mostly your worker cost. Wait till the next event ends, and stock up on food to create some. Maybe build some more buildings?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on August 07, 2018, 07:37:06 pm
DisciCreates Sifu San Gan Feng at J9.
This is a giant three eyed humanoid of red skin. Its boice is deep and commanding. It is a master of The Disciplined Cat Style martial arts. The style itself is mostly hand to hand but can be adapted for the use of weapon. Sifu is a teacher of this style and willingly shares it with the deisciplined. He also teaches discipline to the ones that aren't.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 07, 2018, 07:38:48 pm
Well, that will help. And I've got a few ready to train.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on August 07, 2018, 09:00:21 pm
Know what? This is bearable. Yeah, I guess its ok if you do things like this. I like this more than the seagulls and eldritch abominations that I know you are capable of making.

Also, you could have made the artifact a magical snake thing. That way it would have probably gave you some FP back when mortals find it.
I was kind of going for a tie-in with the egg joke before (eating Keerim's eggs) but I don't think that conveyed.

(I'm just going to... choose not to be offended by the first part. I mean, it's factually accurate, I just take issue with the tone. And look, I can't help it if I was raised to solve my problems in the most inconvenient way for other people possible!)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on August 07, 2018, 11:30:28 pm
Dipnoi Republic
Amazing, the Ancients must have been incredible craftsmen! If only we could salvage at least a bit of their grandeur...

3 Workers farm at I6 with 3 Crude Tools
3 Workers farm at I7 with 3 Crude Tools
3 Workers forage for Food at H7 with 3 Crude Tools
3 Pygmy Scouts explore I6 with 3 Blowdarts.
3 Pygmy Workers begin construction of a Mud Bathhouse at I7.
1 Worker makes 5 Mud Bricks at the Mud Kiln (I6) using 1 Wood as Fuel.
Create 3 Pygmy Workers using 9 Food (or 8 if the Serpent Egg's power have an effect?)
Title: Re: Gridhood: Aspects of the Divine!
Post by: KittyTac on August 07, 2018, 11:36:37 pm
Well, can I join once I read 100+ pages? If not, PTW.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on August 08, 2018, 12:11:04 am
Am I the only one who doesn't read the entire game before joining?
Title: Re: Gridhood: Aspects of the Divine!
Post by: KittyTac on August 08, 2018, 01:02:48 am
I'll read it later, anyways:

FELIUS, GOD OF CATS TEARS THROUGH A RIFT IN REALITY!!!!!!! HIS ASPECT IS CATS, OBVIOUSLY!!!!

Though he has yet to study the Divine Library for more information on the world.

Felius creates two perfectly normal Siamese cats of the opposite gender (creatures) on K1 for 1 FP each, for 2 FP in total.

Greetings, Cait Sith. Let this be a gift from me.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 08, 2018, 08:59:11 am
Cats!

I seriously hope it can hunt for itself. We only eat fish every other turn for now.

Also, what kind of cat? Is it big enough to be a companion? Or will it be a familiar..



Wonder if the forest is going to have an effect. It is Magical.
Title: Re: Gridhood: Aspects of the Divine!
Post by: KittyTac on August 08, 2018, 09:08:17 am
Cats!

I seriously hope it can hunt for itself. We only eat fish every other turn for now.

Also, what kind of cat? Is it big enough to be a companion? Or will it be a familiar..



Wonder if the forest is going to have an effect. It is Magical.
"A fairly normal Siamese cat. It's part of my plan. Wait, let me change something."

"..."

"You know where this is going, right?"

This should produce quite a bit of FP for me in a few turns if I have set up everything correctly.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 08, 2018, 09:33:10 am
Quote
Siamese is very intelligent and able to learn to play fetch, walk on the leash and perform simple tricks.

So just about perfect for Taming Magic. Once the Magus Academy is running, I'll get right on that.


So much to do, I need my Arcanum Botanica back, or something for housing.


GM, remember they are perfectly normal Siamese cats. For now at least. Future Generations will be Magical.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on August 08, 2018, 06:40:33 pm
GM, remember they are perfectly normal Siamese cats. For now at least. Future Generations will be Magical.
((Um, they're not just going to be magical...))
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on August 09, 2018, 12:17:27 am
Turn 54 - The Bronze Age
(https://i.imgur.com/AYl0tVv.png)

Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Locations:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

A note about artifact books:  They usually have to be researched by 1 worker that is literate in order to learn their secrets.  If no one in your civ is literate in the script the book is written in, you will have to research the script first.  The average worker in the bronze age is illiterate.  More educated workers -- such as leaders, scholars, priests, mages -- are literate.  Gods can create books written in pictograms that everyone can read, but pictograms take many more pages to convey information which usually makes the book less powerful.

A note about gods with the same colors:  I would prefer it if one picks a different color, or keeps the same color but spiffs it up with glow, or something like that.  Lookin' at you, Disci and Felius.

Other Worldly Events:
There is a drought at tile J2.  Lack of rain causes the vegetation to dry up, increasing the risk of forest fire.

Godly actions of note:
Blarg gives 1 FP to Nagas.  Then Blarg explores the ruins of Willamette.  Within the location he discovers The Nine Iron.  It is corroded by the elements and the passage of time.  Tellus is intrigued and gets 1 FP.  Also in the ruins, Blarg finds an ancient poem etched in stone in what he recognizes as Zebra script.  It's hard to make out, but it's apparently an ode to Zebras and "how they came in the age of auld; hoofed of limbe, lacking of hand, and not so bauld."
Keerim zaps an Aglejo worker into a seagull language speaker for 3 FP.
Mabel creates the Pixie Avatar of Mabel at F11 for 15 FP!
Disci creates Sifu San Gan Feng at J9 for 15 FP!
Felius, god of Cats arrives!  Felius creates a Siamese cat at K1 for 1 FP.  Felius does not have enough FP to create a second Siamese cat.  (Gods start with 1 FP in the Bronze Age)

Civilization actions:

Delta Dwellers
3 workers with 3 boats and 3 fishing nets fish at F7 and get 10 food.
A worker with a crude tool forage wood in D8 and gets 3 wood.
A worker with a crude tool makes a fishing net. 
A worker with a crude tool make a crude spear.
4 workers research fish traps.  The research is completed!
4 workers research cotton.

Drecthul Commonwealth
3 workers train to become explorers.  Disci gets 2 FP!
4 workers continue work on the stone age farm at C9 with 3 crude tools and the construction is completed!  Amastay get 1 FP.
3 workers forage at C9 with 3 crude tools and get 7 food.
1 worker hunts at C9 with a crude spear and gets 2 food.  The hunter thinks he might have seen an island far away in the middle of the lake, but he might have imagined it.

Hidden Monastery
3 workers with 3 crude tools and Sense of Discipline farm on J8 and get 8 food.  1 worker becomes disciplined.  Disci gets 1 FP.
3 workers with 3 crude tools forage food on K10 and get 6 food.  1 worker is injured by snakebite!  Nagas gets 1 FP.
2 workers & 1 d.worker with 3 crude tools forage food on K8 and get 7 food.
3 workers meditate.
2 workers create 1 wooden cart.
2 workers & 1 cobra MMA (all meditated) research Deep Meditation, generating 7.5 research.
1 worker succumbs to a tropical disease!

Cait Sith
1 Disciplined Philosopher Argues. With Discipline!!
1 Disciplined Worker finishes Basic Mapmaking.  The research is complete.
1 Disciplined Scout further scouts J-1 with 1 spear.  The exploration level is raised 7%.  More skeletal warriors are observed.
1 apprentice, 3 workers, and 1 Disciplined worker research Mangrove Survival.  1 worker makes a breakthrough!  The research is complete!
1 Worker with the Hoe of Discipline and 2 workers with crude tools farm at K-2.  They get 12 food.  1 worker becomes disciplined.  Disci gets 1 FP.
2 workers research Sanitation.
2 workers forage at K-2 with crude tools. and get 6 food.

The Jotun Oligarchy
3 workers using 3 crude tools Farm at the stone age farm at E4 and get 11 food.
1 workers using 1 crude tools and the artifact "divine dousing rod" attempts to Forage at E3 but is driven away by 6 giant mountain bandits!
1 chief using a sling and a spear and 2 workers using 2 slings and 2 spears Hunt at D5.  They bring down a mammoth and get 10 food.
2 workers using 2 crude tools Forage at E4 and get 8 food.
3 workers Train to be Farmers.  Disci gets 2 FP.
1 worker attempts to Read the artifact "The Divine Cookbook", but the illiterate worker can't make heads nor tails of it.
1 worker recovers from injuries.
4 food is spent on the creation of a new worker.  Farsky gets 1 FP.  Mabel gets 1 FP.

The People
3 scouts explore at H4 with 3 crude spears.  The exploration level is raised 20%.  The tile is now fully explored. 
3 workers hunt at H4 with 3 crude spears and get 8 food.
3 workers farm at H4 with 3 crude tools and get 8 food.
3 workers forage at H4 with 3 crude tools and get 8 food.
4 workers research Mathematics.

Aglejo
1 worker presents 10 food to the Seagull delegation as a sign of goodwill.  The seagull folk accept the food, but it's hard to tell if they're grateful for the gift.  Mabel gets 1 FP.  Keerim gets 1 FP.
3 workers construct a brick house at B6 using 2 crude tools.
3 workers farm at B6 using 3 crude tools.  They get 13 food.
3 workers harvest at B6 using 3 crude tools. They get 13 food.
1 worker forages for stone at B6 using 1 crude tool and 1 wooden cart and gets 4 stone.
3 workers research Mathematics.
9 food spent to create 3 new workers.

Dipnoi Republic
3 Workers farm at I6 with 3 Crude Tools and get 7 food.
3 Workers farm at I7 with 3 Crude Tools and get 8 food.
3 Workers forage for Food at H7 with 3 Crude Tools and get 10 food.
3 Pygmy Scouts explore I6 with 3 Blowdarts.  The exploration level is raised 20%.
3 Pygmy Workers begin construction of a Mud Bathhouse at I7.  Let's not forget Mathematics.
1 Worker makes 5 Mud Bricks at the Mud Kiln (I6) using 1 Wood as Fuel.
Create 3 Pygmy Workers using 9 Food (or 8 if the Serpent Egg's power have an effect?).  Food cost changed to 7 for this turn to make up for me forgetting about Serpent's Egg last turn.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on August 09, 2018, 12:17:46 am
Turn 54 continued

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: KittyTac on August 09, 2018, 12:35:12 am
GM ERROR ALERT!

There should be two Siamese cats on K1!
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on August 09, 2018, 12:35:46 am
GM ERROR ALERT!

There should be two Siamese cats on K1!
Read further.
Title: Re: Gridhood: Aspects of the Divine!
Post by: KittyTac on August 09, 2018, 12:37:52 am
Ok then.

Felius creates another Siamese cat of the opposite gender to the first on K1. 1 FP.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Prismatic on August 09, 2018, 01:12:08 am
Aglejo

Error: +3 research points should have been added to Mathematics this turn.

1 seagull language speaker converses with the seagull spokesperson.
3 workers farm at B6 using 3 crude tools.
3 workers harvest at B6 using 3 crude tools.
3 workers construct a brick house at B6 using 2 crude tools.
2 workers forage for wood at B6 using 1 crude tool and 2 wooden carts.
2 workers research Mathematics.
3 workers create 3 crude tools.

2 new workers are created.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on August 09, 2018, 01:27:24 am
Hidden Monastery

Praise Disci! We'll return this godly favor for sure once our understanding advances

3 workers with 3 crude tools and Sense of Discipline farm on J8
3 workers with 3 crude tools forage food on K8
3 workers with 3 crude tools forage food on J8
3 workers (meditated) research Deep Meditation
2 d.workers, 1 cobra MMA & 1 worker learn under Sifu San Gan Feng (or last three meditate if he teaches one per turn)
1 injured worker recuperates
Create 1 worker with 3 food -- drop this if not enough logistics due to conditional above

PS. I used conditional due to uncertain status of how many students can divine construct teach per turn
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on August 09, 2018, 07:09:39 am
"Out of all the things to still be here, it had to be the thing I wasn't looking for, hopefully the Nine Iron will be good for something this time around."
Blarg spends 5FP to create the big yellow wagon it's a long yellow rectangle that has four wheels, windows on all sides and two doors, on the inside there are more than twelve seats one of which has the controls in front of it, and it's self propelled and shall appear on G7 (if this costs more then 5 make it a project), then he  uses his physical body and the Binoculars of Exploration to pick up the Nine Iron and explore G7 some more.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on August 09, 2018, 07:23:09 am
Mabel
create or if insufficient FP start project Seeker's Compass at K1. This compass points to what the bearer is trying to find. Put 5fp into it.

my avatar orients itself and sees what its (F11) location is like now.
Title: Re: Gridhood: Aspects of the Divine!
Post by: RulerOfNothing on August 09, 2018, 08:01:01 am
Drecthul Commonwealth

3 explorers explore C9
3 workers farm at C9 with 3 crude tools
2 workers hunt at C9 with 2 crude spears
1 worker forages for ore at B9 with a crude tool
2 workers research Mathematics
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 09, 2018, 08:51:34 am
Right, the droughts suggest we need rain, stat. Before the event comes and sets us back.

Also, pretty sure the demi part isn't quite strong enough for that, though they may be capable of speech.

Cait Sith
1 Philosopher Argues. With Discipline!!
1 worker with the Hoe of Discipline and 2 workers with crude tools farm K-2.
3 workers with spears fish at K-1.
1 Scout scouts J-1 for enemies.
3 disciplined workers with crude tools forage stone from K-2.
3 workers, 1 with a crude tool, forage for wood at K-1.
1 apprentice researches Shrines.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on August 09, 2018, 12:07:01 pm
The People
Action 1:
3 scouts with 3 crude spears explore H5
Action 2:
3 workers research Mathematics
Action 3:
5 workers research Stone Tools
Action 4:
5 workers research Stone Spears
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on August 09, 2018, 02:56:58 pm
Delta Dwellers
2 workers reaserch cotton
2 workers build a boat
3 workers with 3 boats and 3 fishing nets fish at F7
1 worker with a spear fish at E8
6 workers explore E8
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on August 09, 2018, 05:07:33 pm
Jotun Oligarchy

Despite the good intentions of the gods, or in one notable case bad intentions, the Jotun Oligarchy didn't have any artifacts that they could make use of! Until the chief yelled at people for doubting Amastay and decided to take a look at the book himself! The chief also yelled at people for doubting Mabel and tells someone to use the dowsing rod somewhere else. The chief then ponders for a moment, and that was all.

Spoiler: Action Post (click to show/hide)
Spoiler: Passive Tech Effects (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on August 09, 2018, 06:21:40 pm
Keerim walks towards that tower I saw last turn(53)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on August 09, 2018, 08:21:12 pm
Aglejo Mathematics and Jotun farmers fixed.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on August 09, 2018, 08:36:38 pm
Aglejo Mathematics and Jotun farmers fixed.
Want to check on Mathematics - how many projects it can support at once? Can civ begin several buildings and get free +1 on each (labor >= 10)?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on August 09, 2018, 08:50:56 pm
If you're building multiple constructions that cost 10 or more labor in one turn, you can apply Mathematics to all of them, yes.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on August 09, 2018, 08:54:22 pm
If you're building multiple constructions that cost 10 or more labor in one turn, you can apply Mathematics to all of them, yes.
Damn, I need Math then  :D
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on August 09, 2018, 09:00:44 pm
However, even though I didn't say so in the tech, I'm going to rule that you must have at least one worker building something to get the math bonus.  You can't start the construction and have it magically construct itself with no workers allocated.
Title: Re: Gridhood: Aspects of the Divine!
Post by: RulerOfNothing on August 09, 2018, 09:02:07 pm
However, even though I didn't say so in the tech, I'm going to rule that you must have at least one worker building something to get the math bonus.  You can't start the construction and have it magically construct itself with no workers allocated.
So this means the mathematics bonus can be applied more than once to each construction?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on August 09, 2018, 09:04:38 pm
Yes, it can be applied to multiple constructions, as long as you have at least one worker working on each construction.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on August 09, 2018, 09:08:38 pm
However, even though I didn't say so in the tech, I'm going to rule that you must have at least one worker building something to get the math bonus.  You can't start the construction and have it magically construct itself with no workers allocated.
So this means the mathematics bonus can be applied more than once to each construction?
Mathematics cannot be applied more than once each turn to the same construction.  It can be applied more than once if the construction is spread out over several turns.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on August 09, 2018, 10:54:15 pm
However, even though I didn't say so in the tech, I'm going to rule that you must have at least one worker building something to get the math bonus.  You can't start the construction and have it magically construct itself with no workers allocated.
Still, for 10 labor stuff, 1 turn of 6 workers vs 4 turns of 1 worker each is a huge difference when concerning multiple projects. 2 workers (tools assumed) saved up for other tasks, like research, etc.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on August 10, 2018, 06:40:58 am
Dipnoi Republic

We came to the realization that Mathematics are a stronger tool than we expected!

3 Workers farm at I6 with 3 Crude Tools.
3 Workers farm at I7 with 3 Crude Tools.
3 Workers forage for Food at H7 with 3 Crude Tools.
3 Pygmy Scouts explore I6 with 3 Blowdarts. 
5 Pygmy Workers and 2 Workers finish construction of a Mud Bathhouse at I7. 1 Labor added from Mathematics.
2 Workers begin construction of a Ziggurath to Nagas at I6 using Mud instead of Wood. 1 Labor added from Mathematics.
1 Pygmy Worker is created using 3 Food.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on August 10, 2018, 07:20:31 am
Monks! I highly recommend you to learn the secrets of mathematics, it will help you immensely in all things... Also  I recommend that you research training prayers. A small prayer before your training tasks will likely aid your workers to be more disciplined and provide me the strength to further our agendas...
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on August 10, 2018, 07:28:16 am
Monks! I highly recommend you to learn the secrets of mathematics, it will help you immensely in all things... Also  I recommend that you research training prayers. A small prayer before your training tasks will likely aid your workers to be more disciplined and provide me the strength to further our agendas...
Prayers are frankly inferior to proper meditation that helps both revere gods and understand universe around us

...And it was me that raised possibility of multi-project Mathematics. So... Recommening me it further is a bit pointless - I already want it  ;D
Title: Re: Gridhood: Aspects of the Divine!
Post by: KittyTac on August 10, 2018, 08:17:31 am
Cait Sith, once you research Shrines, would you build a shrine to me? Many thanks in advance.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 10, 2018, 10:23:21 am
To be fair, creating shrines to our gods is the goal. They're just another building after all.

A blessing to this research would be nice however. This project is currently long-term, for our excess research in a day.
Title: Re: Gridhood: Aspects of the Divine!
Post by: KittyTac on August 10, 2018, 10:29:11 am
To be fair, creating shrines to our gods is the goal. They're just another building after all.

A blessing to this research would be nice however. This project is currently long-term, for our excess research in a day.
After that, once I finish my cat thing, okay?
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 10, 2018, 10:32:30 am
Gladly. We're going to be doing Mathematics next turn.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on August 11, 2018, 07:29:22 am
Turn 55 - The Bronze Age - Year of the Iguana
(https://i.imgur.com/UNGL3Mv.png)

Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Locations:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Worldly Events:
It's totally the Year of the Iguana.  Yeah.  Year of the Iguana, baby.

Godly actions of note:
Felius creates another Siamese cat at K1 for 1 FP.
Blarg creates the Big Yellow Wagon at G7 for 5 FP.  After that, he sits back and admires his work for a moment, cuz goddin' ain't easy.  Then Blarg explores tile G7 and raises the exploration level by 7%.
Mabel creates the Seeker's Compass at K1 for 5 FP.  Mabel's avatar explores F11, raising exploration by 10%.
Keerim walks towards the tower he spotted, raising the exploration by 4% on the way.  After some time, he arrives at a very large well designed and engineered stone tower painted in orange and black stripes.  The tower is surrounded by manicured flower gardens.  Daring sculpture that flirts with controversy and challenges the artistic conventions of the bronze age peppers the gardens.  By the front door of the tower is a rope that presumably tolls a bell when pulled; below that is a sign in Zebra script that says "No Solicitors."

Civilization actions:

Aglejo
1 seagull language speaker converses with the seagull spokesperson.
The Seagull spokesman is surprised when the Aglejo worker begins speaking his tongue.  Says he:  "How you have learned our language so quickly, I don't know.  This is most surprising.  Perhaps there is something to you primitive monkey folk after all.
"Well, now that we understand each other, allow me to introduce myself.  I am Lord Hee-Kaw of the Whitewing Empire!  I speak for Empress Kar-Ree, She Who Does Not Rest and Custodian of the World!  You backwater savages reside on territory that is claimed by Whitewing!  Our Most Generous Empress will allow you to live on Her floating islands.  Before, you were of no more concern to Her than a random flock of geese alighting here, or perhaps a termite mound that happened to exist here; but now that you show signs of intelligence, you will be required to pay tribute to the Empress.  We will return in 17 skitkawskees to collect what is due."  With that, he motions to his spearmen, and they begin preparations to leave.  Your worker does not know what a "skitkawskee" is.
  Keerim gets 2 FP!  Mabel gets 1 FP.
3 workers farm at B6 using 3 crude tools.  They get 13 food.
3 workers harvest at B6 using 3 crude tools.  They get 16 food.
3 workers construct a brick house at B6 using 2 crude tools.
2 workers forage for wood at B6 using 1 crude tool and 2 wooden carts.  They get 4 wood.
2 workers research Mathematics.
3 workers create 3 crude tools.

Hidden Monastery
3 workers with 3 crude tools and Sense of Discipline farm on J8 and get 8 food.  1 worker becomes disciplined.
3 workers with 3 crude tools forage food on K8 and get 8 food.
3 workers with 3 crude tools forage food on J8 and get 9 food.
3 workers (meditated) research Deep Meditation and the tech is complete!
1 master cobra-style martial artists learns discipline under Sifu San Gan Feng.  Sifu does not want to train more than one worker a turn.  2 disciplined workers instead forage for stone at I9 and get 5 stone.  1 worker messes around.  (Conditional orders are not allowed)  Disci gets 1 FP.
1 injured worker recuperates.
Create 1 worker with 3 food.

Drecthul Commonwealth
3 explorers explore C9.  The exploration level is raised to 50%.  The explorers determine they cannot explore this tile any further without boats because it's mostly a lake.  The tile is revealed to be a Mystical Lake.  Spending time here gives one an eerie feeling, but it's not clear what other effects there are.
3 workers farm at C9 with 3 crude tools and get 9 food.
2 workers hunt at C9 with 2 crude spears and get 4 food.
1 worker forages for ore at B9 with a crude tool.  The worker determines that there is some copper ore scattered on the surface.  The worker gets 2 copper ore.
2 workers research Mathematics.

Cait Sith
1 Philosopher Argues. With Discipline!!
1 worker with the Hoe of Discipline and 2 workers with crude tools farm K-2.  They get 12 food.  1 worker becomes disciplined.
3 workers with 3 spears fish at K-1.  They get 9 food.
1 Scout scouts J-1 for enemies.  Exploration level raised 4%.  The scout thinks he spots a black tower in the distance before it's lost in fog.
3 disciplined workers with 3 crude tools forage stone from K-2.  They get 4 stone.
3 workers, 1 with a crude tool, forage for wood at K-1.  They get 6 wood.
1 apprentice researches Shrines.

The People
3 scouts with 3 crude spears explore H5.  The exploration level goes up 19%.
3 workers research Mathematics.  The research is complete!
5 workers research Stone Tools.
5 workers research Stone Spears.

Delta Dwellers
2 workers reaserch cotton.  The tech is complete!
2 workers build a boat.
3 workers with 3 boats and 3 fishing nets fish at F7 and get 14 food.
1 worker with a spear fish at E8 and gets 4 food.
6 workers explore E8.  The exploration level goes up 30%.  The workers discover the Cairn of ApzuTallamon!

The Jotun Oligarchy
3 farmers using 3 crude tools Farm at the stone age farm at E4 and get 14 food.
1 workers using 1 crude tools and the artifact "divine dousing rod" Forage at B2 and gets nothing.  The dowsing rod points somewhere.
1 chief Reads the artifact "The Divine Cookbook".  The chief has found his true calling, and has transformed into a Chef!!  See tech section for details.
5 workers using 5 crude tools Upgrade the farm at E4 into a Giant Farm.  Amastay gets 3 FP!
3 workers Train to be farmers.
2 workers using 2 slings and 2 spears Hunt at C3 get absolutely nothing.  Barren wasteland stretches as far as they can see.
4 food is spent on the creation of a new worker.  Farsky gets 1 FP.  Mabel gets 1 FP.

Dipnoi Republic
3 Workers farm at I6 with 3 Crude Tools.  They get 8 food.
3 Workers farm at I7 with 3 Crude Tools.  They get 10 food.
3 Workers forage for Food at H7 with 3 Crude Tools.  They get 8 food.
3 Pygmy Scouts explore I6 with 3 Blowdarts.  Exploration goes up 18%.  Blarg gets 1 FP.
5 Pygmy Workers and 2 Workers finish construction of a Mud Bathhouse at I7. 1 Labor added from Mathematics.  Amastay gets 2 FP!  Blarg gets 1 FP.
2 Workers begin construction of a Ziggurath to Nagas at I6 using Mud instead of Wood. 1 Labor added from Mathematics.
1 Pygmy Worker is created using 3 Food.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on August 11, 2018, 07:29:39 am
Turn 55 continued

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on August 11, 2018, 07:36:20 am
You wrote the Cairn location in C8 and not E8
Title: Re: Gridhood: Aspects of the Divine!
Post by: RulerOfNothing on August 11, 2018, 07:46:01 am
Drecthul Commonwealth

3 explorers explore C8
3 workers farm at C9 with 3 crude tools
3 workers hunt at C9 with 3 crude spears
2 workers research Mathematics


Also I think Mathematics should be at 2.5, not 2 progress.
Title: Re: Gridhood: Aspects of the Divine!
Post by: KittyTac on August 11, 2018, 08:11:55 am
Felius creates an iguana (1 FP) on B9.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 11, 2018, 09:08:34 am
"Ignana and mysterious towers. Is it a clue to Disco's Challenge? Well, regardless, We are in a position to advance. Watch over us Aeroith."

From an Apprentice of Magic

Cait Sith

1 worker with the Hoe of Discipline and 2 workers with crude tools farm at K-2.
1 Scout using the Seeker's Compass scouts at J-1.{Black Tower, watch out for enemies}
1 Disciplined Philosopher Argues, With True Discipline!!!
4 disciplined workers, 1 apprentice, and 5 workers research Mathematics.
(Sanitation is the likely overflow research)
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on August 11, 2018, 10:48:25 am
In the distance, Blarg can see a black and white striped spire, just like he saw in his dream/vision.
Is this the same place Keerim is or is it a different place?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on August 11, 2018, 10:54:22 am
Hidden Monastery

Finally! Now, understanding the universe is within our grasp!

3 workers with 3 crude tools and Sense of Discipline farm on J8
2 workers with 2 crude tools forage food on J8
2 d.workers & 1 worker with 3 crude tools and 2 wooden carts forage wood on K10
1 d.worker learns style under Sifu San Gan Feng
1 d.cobra MMA & 8 workers meditate

Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on August 11, 2018, 11:51:23 am
No civilization has encountered even a single Iguana. Is this an error? It seems like a major error.
Title: Re: Gridhood: Aspects of the Divine!
Post by: KittyTac on August 11, 2018, 11:55:11 am
No civilization has encountered even a single Iguana. Is this an error? It seems like a major error.
Edited my action.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on August 11, 2018, 11:58:48 am
Jotun Oligarchy

The Jotun Oligarchy focus on food for the time being as their stockpile has dwindled too much. Now that the chief has removed the letter "i" from its title, the need for a new chief has arisen.

While its not immediately needed, the Jotun Oligarchy would like a second food based tile just in case disaster strikes in the future...

As the divine dousing rod points somewhere, the dowsing rod is once again used at B2.

Spoiler: Action Post (click to show/hide)
Spoiler: Passive Tech Effects (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on August 11, 2018, 12:59:38 pm
Amastay replaces the tile at C3 with a forest made entirely of fruit trees. Besides having lots of fruit to correct, many creatures will no doubt come to reside there since they can subsist on the fruit.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on August 11, 2018, 01:03:53 pm
Disci creates a pack of Yuga at F11. These dog sized iguanas are pack animals with red scales. They can sense discipline and obey those that are disciplined. They are quite aggressive regarding the undisciplined. They have a strong wanderlust.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on August 11, 2018, 01:04:54 pm
Delta Dwellers
2 workers with 2 boats and 2 nets fish at E7
2 workers with 2 boats and 2 nets fish at F7
7 workers with 7 crude tools build farm at E8
3 workers explore E8
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on August 11, 2018, 01:10:05 pm
Mabel
continue exploring F11
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on August 11, 2018, 02:18:58 pm
In the distance, Blarg can see a black and white striped spire, just like he saw in his dream/vision.
Is this the same place Keerim is or is it a different place?
Mine is orange and black, so I think that you are seeing your zebra followers' tower

Keerim creates the artifact The Edict of Keerim at the location where the Aglejo me the seagull people. The Edict is a large copper statue of Keerim’s avatar with an inscription in both Aglejo and Seagull script that declares the floating islands as the sovereign territory of the Aglejo. The Edict is also a partially completed shrine/temple with however much progress 5FP will buy(probably just 1 or 2 worker-turns of labor).
Then creates a flying iguana near the Edict, and then rings the bell


Tellus, do you want to pool our power to make a research boosting artifact for the Aglejo? If I remember correctly, it costs 10 FP per 10% boost, so we could give them a 20% boost
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on August 11, 2018, 02:33:41 pm
Dipnoi Republic

At last, let us uncover the secrets of our past!

3 Workers farm at I6 with 3 Crude Tools.
3 Workers farm at I7 with 3 Crude Tools.
1 Worker forage for Food at H6 with 1 Crude Tool.
1 Pygmy Scout explores I6 with 1 Blowdarts.
2 Pygmy Scouts explore the Ancient Dipnoi Ruins at I6 with 2 Blowdarts.
5 Pygmy Workers finish construction of a Ziggurath to Nagas using 2 Crude Tools. 1 Labor added from Mathematics.
5 Workers research Geometry.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on August 11, 2018, 02:55:35 pm
Disci, how do you want to get FP from monks? I'm finally nearing the stage when I can dedicate some labor to actually returning previous favors. I'm considering going Temple route (1.5 FP per worker per turn) while for now, meditation should cover FP raising (2.5 per worker per 2 turns). If you have some other ideas - I'm willing to listen. Getting priests is ill-advised, though, as I see monks as opportunistic rather than dedicated worshippers. They quite revere the discipline, though.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on August 11, 2018, 04:07:08 pm
I was thinking of training prayers... Basically small prayers that would be done before and after training. That way whenever you would train someone they would generate small amounts of fp. I do think that a priest is unfitting for the monks as well. All monks are in a way priests but instead of focusing on prayer they focus on working hard and disciplined to unfold the will of gods. If you dedicate meditation to me i will respect it greatly as meditation is a form of deep inner discipline.
Maybe you could also include work prayers similar to the prayers of training...

Also, as your ancestor is a true hero of discipline, paying respect to him is important, as I consider him to be a Paladin of Discipline. I am a god and you will never be like me, but he was a human, so all monks should thrive to be like him.
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on August 11, 2018, 04:19:14 pm
Keerim creates a flying iguana at B6, then rings the bell

Tellus, do you want to pool our power to make a research boosting artifact for the Aglejo? If I remember correctly, it costs 10 FP per 10% boost, so we could give them a 20% boost

Didn't those things become more expensive in the new age?

Anyway, I am more concerned about the Aglejo being sort of conquered by the birdmen empire. Although, at thsi time I odn't really have the time to deal with the game.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 11, 2018, 04:32:52 pm
Daily Prayers would do.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on August 11, 2018, 04:57:45 pm
The birdmen are so insignificant, they didn't even generate any FP for the gods, with the sole exception of their interactions with the Ageljo. This means that since the dawn of the second age, they did none of the following things:

Construct anything (Amastay)
Create special worker types (Disci)
Increase population (Keerim)
Do anything with metal (Tellus)
Craft anything noteworthy (Kel)
Pray even a single time

And we already know that animals CAN generate FP, as demonstrated by the Zebras.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on August 11, 2018, 05:01:29 pm
Nagas sits patiently and stares at the Dipnoi. Intensely.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on August 11, 2018, 05:04:25 pm
Daily Prayers would do.
What brings you to the conclusion that it is tolerable to meddle in a conversation between the Honourable Monks and me?
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 11, 2018, 05:09:43 pm
Fine then..

As for the GP bit, you were frozen in time.
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on August 11, 2018, 05:49:06 pm

Didn't those things become more expensive in the new age?

Anyway, I am more concerned about the Aglejo being sort of conquered by the birdmen empire. Although, at thsi time I odn't really have the time to deal with the game.
I'll handle the birds if they become a serious problem, and I haven't seen anything about research boosts being more expensive, just tile modifications, which is why I wanted to make an artifact
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on August 11, 2018, 06:48:58 pm
The birdmen are so insignificant, they didn't even generate any FP for the gods, with the sole exception of their interactions with the Ageljo. This means that since the dawn of the second age, they did none of the following things:

Construct anything (Amastay)
Create special worker types (Disci)
Increase population (Keerim)
Do anything with metal (Tellus)
Craft anything noteworthy (Kel)
Pray even a single time

And we already know that animals CAN generate FP, as demonstrated by the Zebras.

I think the problem is... Currently, gods only receive FP for what happens in EXPLORED regions. Other places - they know nothing about yet

I was thinking of training prayers... Basically small prayers that would be done before and after training. That way whenever you would train someone they would generate small amounts of fp. I do think that a priest is unfitting for the monks as well. All monks are in a way priests but instead of focusing on prayer they focus on working hard and disciplined to unfold the will of gods. If you dedicate meditation to me i will respect it greatly as meditation is a form of deep inner discipline.
Maybe you could also include work prayers similar to the prayers of training...

Also, as your ancestor is a true hero of discipline, paying respect to him is important, as I consider him to be a Paladin of Discipline. I am a god and you will never be like me, but he was a human, so all monks should thrive to be like him.
Interesting suggestion about Neheb. I do intend for monks to revere him (and, you may have noticed, his spirit still lingers in this world. Damn great dedication!)

About prayers - in a sense, its already there. You get FP each time monks train a new style or grow in discipline. In my view, praying to Disci is about doing things well and in complete dedication rather than delivering empty words
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on August 11, 2018, 07:21:02 pm
Sometimes your knowledge of my views astonish me. The true devotion to the task at hand truly inspires me, but as I too am an imperfect being I must nourish myself with the faith of my followers.

I have no fear that you will survive every challenge thrown at you.

Consider this, prayers are not empty words when the speaker allows to reflect the words he speaks. Upon every prayer a lesson can be learned if the prayer is honest and out of the will to embrace discipline. Now pardon me I have to say something to another child of discipline.



Cait Sith, I admire you so much so I will give you an insight. My harshness towards you results from my wish that you improve yourself even more. You have accomplished what others havenot even grasped in their imagination, but at times it seems that you expect that things fall into your hands because you deserve it. Such is not the law of the universe, it is only your diligence and discipline that shapes the world in your favour. On the day When you truely embrace discipline and feed her with dedication you will accomplish the legendary. The spark of potential is there but as you still have not understood discipline fully the potential remains unfulfilled. Have no fear, I expect that you will grow to be exceptionay extraordinary. Also, you could be more thankful for the gofts the gods bestowed upon you.


After having said so much to the many children of hers, Disci sits down and begins a deep meditation.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on August 12, 2018, 09:08:06 am
"I've got transport and a weapon, so I think I'm ready to go and check out that tower."
Blarg uses his physical body to grab the Nine Iron and then he gets into the yellow wagon and drives towards the black and white tower.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Prismatic on August 12, 2018, 09:51:03 am
Aglejo

Error: 2 workers should have been created this turn.

The Aglejo people burst into outrage as their interpreter recounts the emissary's speech to them. By what right did these misshapen birds lay their claim and impose their demands? Had the Islands not been carved into existence, lifted into the heavens, and gifted to their ancestors in a time before time by the Father of the Sky himself? Was the gift of avian speech not a sign of His continued divine presence amongst them? Would their Empress challenge the will of God?
...
Thoughts of protest are quickly stifled by glances at the Whitewing soldiers and their gleaming spears, for the people of Aglejo are peasants ill-suited to the art of warfare. They slowly return to their duties, conflicted by the recent turn of events.


1 seagull language speaker and 2 workers pray to Keerim, asking for guidance.
4 workers build a smelter at B6 using 4 crude tools.
3 workers farm at B6 using 3 crude tools.
3 workers harvest at B6 using 3 crude tools.
2 workers forage for wood at B6 using 2 crude tools and 2 wooden carts.
3 workers make bricks at B6.
1 worker researches Mathematics.
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on August 12, 2018, 10:18:44 am
Ok, you consider the seagull people a serious issue, so I’ll deal with them. Edited my action.
Hopefully they will obey this, but if they don’t I will help defend you. I just don’t want to take a side unless a war starts.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 12, 2018, 10:45:07 am
I believe Shrines and Temples to be slightly different things. Not counting the fact one is made of Wood, and the other stone.

Mostly trying to go for multiple god research at this point, and Japanese Shrines seem the way to go.
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on August 12, 2018, 11:34:59 am
Tellus explores the ocean bottom at B7

Tellus creates the Rustbite sword at B6

Spoiler: Rustbite sword (click to show/hide)

Time to get active again and try to find Stymphalus. I bet he would instill some respect in the seagull people.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on August 12, 2018, 06:47:50 pm
The People
Action 1:
9 workers build a stone age orchard at H4 (1 labor added from mathematics)
Action 2:
3 workers hunt at H3 with 3 crude spears
Action 3:
3 scouts explore H5 with 3 crude spears
Action 4:
1 worker farms at H4 with 1 crude tool
Title: Re: Gridhood: Aspects of the Divine!
Post by: KittyTac on August 12, 2018, 10:16:40 pm
Whoever gives me a few prayers will recieve a cat-based artifact.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on August 14, 2018, 12:15:06 am
Turn 56 - The Bronze Age
(https://i.imgur.com/Y2HpsBE.png)

Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Locations:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Worldly Events:
Tile I6 is revealed to be a basic swamp.  The GM should have revealed this at 50% exploration.

Godly actions of note:
Felius creates an iguana at B9 for 1 FP.
Amastay replaces the wasteland at C3 with a fruit tree forest for 10 FP.
Disci  does not have enough FP to create a pack of Yugas.  (Would cost 10 FP.)
Mabel explores F11 with her pixie avatar.  The exploration level is raised 8%.
Keerim creates the Edict of Keerim at B6 for 5 FP.  Then Keerim creates a flying iguana at B6 for 1 FP.  Then Keerim pulls the rope on the orange and black tower.  A gong is heard that echoes in the cavernous hall behind the door.  After several minutes, footsteps are finally heard behind the door.  Clanking is heard as the bolts are unlocked, and the wooden door opens with a creak.  There stands a Zebra; except, he is not a Zebra, but a Zebra-man.  His face is equine like a Zebra's, but his fur is very sparse like on a human, except on top of his head, where it is in thick black and orange striped tufts.  He has the body of a human, complete with arms, hands, legs, and feet, and that body is clad in an orange robe.  For a silent moment, the Zebra regards Keerim; then he opens the door fully, and gestures, saying, "Come in.  We've been expecting you."  Keerim follows the Zebra inside.  They walk down an exquisitely tiled hallway.  The place appears to be superbly built.  At the end of the hallway, the Zebra opens a door, and gestures for the bird god to enter.  The small room contains bookshelves with Zebra books, a table, and two finely crafted leather upholstered chairs.  The two sit.  Says the Zebra:  "I must say, we were not expecting you this early.  We did get the pigeon informing us that tribute was to be expected of us, but it also said that that would be two weeks from now.  We haven't had time to prepare your tribute, though if you don't mind waiting, we can prepare a makeshift tribute within the hour.  Meanwhile, would you like some tea while you wait?"  Without waiting for an answer, the Zebra claps his hands, and a human servant hustles in with a tray of tea and biscuits.
Blarg drives towards black and white tower.  The exploration level is raised 3%.  The tower is impressive and of superb workmanship.  It is surrounded by finely manicured gardens peppered with conservative sculpture that is well within the bounds of what is considered good taste in the bronze age.  By a wooden door hangs a rope that presumably tolls a bell; below the rope is a sign in Zebra script that says "No Solicitors."
Tellus creates the Rustbite Sword at B6 for 10 FP!  Then Tellus spends 1 FP to raise the exploration of B7 by 4%.

Civilization actions:

Drecthul Commonwealth
3 explorers explore C8.  The exploration level is raised by 33%.  The explorers discover a vein of magical metal polyferrite!  Tellus gets 2 FP!  Unseen, they also observe a party of 6 Skettins pass by.
3 workers farm at C9 with 3 crude tools.  They get 9 food.
3 workers hunt at C9 with 3 crude spears.  They get 10 food.
2 workers research Mathematics.

Cait Sith
1 worker with the Hoe of Discipline and 2 workers with crude tools farm at K-2.  They get 12 food.  1 worker becomes disciplined.  Disci gets 1 FP.
1 Scout using the Seeker's Compass scouts at J-1.  Exploration is raised 8%.  They discover the Necromancer's Black Tower!
1 Disciplined Philosopher Argues, With True Discipline!!!
4 disciplined workers, 1 apprentice, and 5 workers research Mathematics.  The tech is complete!  There are 3 breakthroughs, and thus 3 leftover workers!  1 disciplined worker researches Shrines.  1 worker forages for food and gets 3 food.  1 worker contemplates taking up philosophy.

Hidden Monastery
3 workers with 3 crude tools and Sense of Discipline farm on J8.  They get 7 food.  1 worker becomes disciplined.  Disci gets 1 FP.
2 workers with 2 crude tools forage food on J8 and get 7 food.
2 d.workers & 1 worker with 3 crude tools and 2 wooden carts forage wood on K10 and get 8 wood.  1 worker narrowly avoids being eaten by a python!  Nagas gets 1 FP.
1 d.worker learns style under Sifu San Gan Feng.  The disciplined worker becomes a disciplined beginner cat-style martial artist.  Disci gets 1 FP.  Felius gets 1 FP.
1 d.cobra MMA & 8 workers meditate.  Disci gets 2 FP.

The Jotun Oligarchy
6 farmers using 6 crude tools Farm at the giant stone age farm at E4 and get 25 food.
1 workers using the artifact "divine dousing rod" Forages at B2 and gets 0 food.  The dowsing rod points somewhere.
1 chef using the artifact "The Divine Cookbook" Researches Cooking.
4 workers using 4 crude tools Construct Stone Age Training Fields at C3 and the construction is complete.  Amastay gets 2 FP.
3 workers using 3 slings and 3 spears Hunt at D5 and get 9 food.
1 worker Trains to become a Chief.  Disci gets 1 FP.

Delta Dwellers
2 workers with 2 boats and 2 nets fish at E7 and get 12 food.
2 workers with 2 boats and 2 nets fish at F7 and get 8 food.
7 workers with 7 crude tools build farm at E8 and the stone age farm is complete.  Amastay gets 1 FP.
3 workers explore E8.  The exploration level goes up 12%. 

Dipnoi Republic
3 Workers farm at I6 with 3 Crude Tools.  They get 8 food.
3 Workers farm at I7 with 3 Crude Tools.  They get 8 food.
1 Worker forages for Food at H6 with 1 Crude Tool and gets 3 food.
1 Pygmy Scout explores I6 with 1 Blowdarts.  The exploration level goes up 4%!
2 Pygmy Scouts explore the Ancient Dipnoi Ruins at I6 with 2 Blowdarts.  No ghosts are seen, but, apparently, a pack of feral boars of unusual size has taken up residence there!  The pygmy scouts barely escape with their lives!  1 pygmy scout is injured!  Blarg gets 2 FP.
5 Pygmy Workers finish construction of a Ziggurath to Nagas using 2 Crude Tools. 1 Labor added from Mathematics.  Amastay gets 3 FP!
5 Workers research Geometry.

Aglejo
1 seagull language speaker and 2 workers pray to Keerim, asking for guidance.
4 workers build a smelter at B6 using 4 crude tools.  The smelter is completed.  Amastay gets 2 FP.  Tellus gets 3 FP!  (I assume you're using bricks in place of stone.  I'll allow it.)
3 workers farm at B6 using 3 crude tools.  They get 14 food.
3 workers harvest at B6 using 3 crude tools.  They get 10 food.
2 workers forage for wood at B6 using 2 crude tools and 2 wooden carts and get 5 wood.
3 workers make bricks at B6.  They make 15 bricks.
1 worker researches Mathematics.  The tech is completed!
(subtracted 6 food and added 2 workers to correct mistake on turn 55)
The Whitewing spokesman and his guard depart.

The People
9 workers build a stone age orchard at H4 (1 labor added from mathematics).
3 workers hunt at H3 with 3 crude spears.  They get 6 food.
3 scouts explore H5 with 3 crude spears.  The exploration level goes up 27%.  They discover the Titangate!  It appears to have been dormant for centuries... up until a scout put his hand on it and it began to emit a droning hum!
1 worker farms at H4 with 1 crude tool and gets 4 food.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on August 14, 2018, 12:15:22 am
Turn 56 continued

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: KittyTac on August 14, 2018, 12:17:49 am
How do I go about creating an avatar? The same as a creature?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on August 14, 2018, 12:26:43 am
Somehow missed Tellus's actions.  Added those in.

How do I go about creating an avatar? The same as a creature?
5 FP for an avatar of the strength and ability of an average mortal.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on August 14, 2018, 12:41:59 am
Hidden Monastery

"Discipline always prevails!"
- Ancient teaching of the Hidden Monastery

3 workers with 3 crude tools and Sense of Discipline farm on J8
3 d.workers with 3 crude tools forage food on J8
1 worker & 1 d.cat BMA with 2 crude tools create 1 wooden cart & 1 crude tool
1 d.worker learns style under Sifu San Gan Feng
1 d.cobra MMA & 6 workers (all meditated) research Mathematics, then Sanitation, then Temples
2 workers (meditated) pray to Disci

Title: Re: Gridhood: Aspects of the Divine!
Post by: KittyTac on August 14, 2018, 12:43:38 am
Cait Sith, can I have 2 prayers for an avatar?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on August 14, 2018, 12:45:37 am
Mabel

"They're busy."
give 2 FP to Felius
Continue exploring F11.
Title: Re: Gridhood: Aspects of the Divine!
Post by: KittyTac on August 14, 2018, 12:47:46 am
Thanks!

Felius creates an Avatar of Felius on K1 for 5 FP. It is a Siamese cat with the ability to speak and mild telekinesis that allows it to manipulate items.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on August 14, 2018, 12:49:01 am
Dipnoi Republic

The ruins of our ancestors, defiled by beasts? Unacceptable, we will claim back our past from nature's grasp!

[2] 1 Worker and 1 Pygmy Worker train at the Ziggurath to Nagas to respectively become a Priest of Nagas and a Pygmy Priest of Nagas!
[3] 3 Workers farm at I6 with 3 Crude Tools.
[3] 3 Workers farm at I7 with 3 Crude Tools.
[1] 1 Pygmy Scout heals at the Mud Bathhouse and then explores I6 with 1 Blowdart.
[2] 2 Pygmy Scouts explore H6 with 2 Blowdarts.
[5] 4 Workers and 1 Pygmy Worker research Geometry.
[4] 4 Pygmy Workers build a Stone Age Training Field at I7 with 2 Crude Tools and using Mud instead of Wood.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on August 14, 2018, 01:02:18 am
"Hey, Dipnoi, what kind of artefact would you like right now?"
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on August 14, 2018, 01:40:12 am
B9 should have an iguana

"Tea sounds great, love what you guys have done here, very nice art. Do you have any historical records or anything like that around? I've been a bit out of the loop since that incident with the undead a thousand years ago."

Keerim takes the offered tea

Title: Re: Gridhood: Aspects of the Divine!
Post by: RulerOfNothing on August 14, 2018, 02:00:20 am
Drecthul Commonwealth

2 explorers explore C8
3 workers farm at C9 with 3 crude tools
1 worker forages for wood at C9 with a crude tool
2 workers and an explorer hunt at C9 with 3 crude spears
2 workers research Mathematics
Increase population by 2
Title: Re: Gridhood: Aspects of the Divine!
Post by: Prismatic on August 14, 2018, 03:10:10 am
4 workers build a smelter at B6 using 4 crude tools.  The smelter is completed.  Amastay gets 2 FP.  Tellus gets 3 FP!  (I assume you're using bricks in place of stone.  I'll allow it.)

I'd say this is an error. I had 7 stone last turn, from which you appear to have deducted 6 to cover the cost of the smelter as expected. The use of bricks was therefore unnecessary.

Aglejo

Behold the Edict and rejoice! Keerim has spoken!

6 workers using 5 crude tools (+1 Mathematics) upgrade the stone age farm at B6 to a bronze age farm.
3 workers using 3 crude tools farm at B6.
3 workers using 3 crude tools harvest at B6.
1 seagull language speaker researches the Rustbite Sword.
6 workers research Geology.

Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 14, 2018, 06:59:01 am
"The Ancient Enemy rises. We must rise as well to fight it."
From The Apprentice, before his rise as a Magus.

Cat Sith

1 worker begins work on an Orchard at K-2. 1 labor from Mathematics added.
1 Philosopher argues.
4 disciplined workers research Sanitation.
1 apprentice researches Shrines.
1 worker with the Hoe of Discipline, and 2 workers with crude tools farm at K-2.
1 Scout with the Seeker's Compass Scouts at J-1. He looks for any Artifacts from the past in the tile.{Seeker's Compass points toward any nearby. If none found, note the direction it points.}
2 workers forage for wood at K-1.
2 workers with crude tools forage for stone at K-2.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on August 14, 2018, 07:20:43 am
Delta dwellers
2 workers explore E8
2 workers with 2 fishing nets and 2 boats fish at E7
2 workers with 2 fishing nets and 2 boats fish at F7
2 workers with 2 tools farm cotton from E8
2 workers with 2 tools forage wood at D8
4 workers research sails
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on August 14, 2018, 08:06:27 am
After getting inspired (and regretting it soon), I present you:
Google Sheet of this game Civs! (https://docs.google.com/spreadsheets/d/1StoUs7IPcN78oVoYiQ9GxoRPvnKH7fEEJzjKkS_DVqA/edit?usp=sharing)

Upkeep counts is probably a bit off corrected it; I also should have made a few mistakes, but overall, this sheet should give a means to study your opponents in greater detail.

PS. I call food gathering of Hidden Monastery & Drecthul Commonwealth screwed
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on August 14, 2018, 12:34:15 pm
"Where the hell is everyone, this place better have someone here otherwise I've wasted my time getting here."
Blarg rings the bell and then use the Binoculars of exploration to look around while he waits for someone to come to the door.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Nakéen on August 14, 2018, 01:56:47 pm
"A weapon to fell the vile beasts who took residence in the ruins of our forefathers!"
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on August 14, 2018, 02:13:37 pm
Nagas begins Divine Project: Irredentist's Fang at I6, adding up to 5FP! The Irredentist's Fang is a slim, hooked dagger enchanted with a venomous bite, which it drives hardest when wielded for the sake of claiming land.
Title: Re: Gridhood: Aspects of the Divine!
Post by: helmacon on August 14, 2018, 03:01:40 pm
Amastay creates a new avatar (at least until his old one can be found. He spends 10fp. His avatar is that of a giant, like the jotun. It is far stronger and faster than any regular mortal though. This avatar comes into being at D4, and his first act is to go retrieve the artifact hoe of plenty from where he created it.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on August 14, 2018, 04:59:38 pm
Jotun Oligarchy

Having received the tile that they wanted, the Jotun Oligarchy wastes no time constructing an Orchard on it. Food is almost under control; should just be a bit more effort needed before they finally get back to where they were at before the end of the stone age and are able to start doing new things.

Spoiler: Doublecheck (click to show/hide)
Spoiler: Action Post (click to show/hide)
Spoiler: Passive Tech Effects (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 15, 2018, 11:46:43 am
waits.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on August 15, 2018, 12:37:29 pm
The People
Action 1:
3 scouts explore H5 with 3 crude spears
Action 2:
3 workers harvest at H4 with 3 crude tools
Action 3:
3 workers farm at H4 with 3 crude tools
Action 4:
3 workers research Crop Rotation
Action 5:
2 workers research Stone Tools
Action 6:
2 workers research Stone Spears
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on August 15, 2018, 02:59:06 pm
Tellus creates an outcropping of Polyferrite in B6
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 17, 2018, 06:34:05 am
Right. Are we missing any actions? What's the update on Game Status GM?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Iris on August 17, 2018, 10:43:11 am
Back. Since I have 24 FP and no real plans yet, anyone need anything?
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 17, 2018, 11:33:32 am
How about a book all about Shrine Magic? Purifying Light Spells and Healing. Wards and Barriers. All that for 15 FP. Could use an Arcanum MysticShi
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on August 17, 2018, 01:29:55 pm
Back. Since I have 24 FP and no real plans yet, anyone need anything?
How about a set of enchanted smithing tools for my lil Dipnoi that will enable them to make cool magic items?
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 17, 2018, 01:40:58 pm
Looks at Dipnoi techs...

They would at least need Magic Runes to make enchanted gear, or at the very lowest point, actual Magic Tech. Gifting an artifact set without the ability to use it is not the brightest of Ideas.

You could also go the Forge path, but they don't have that researched either. Just Math and soon Geometry. Magic takes a lot to get into, let alone advance. We have a medieval tech in Advanced Magic.

We kinda aim rather high actually. The whole Magic Difficulty has been addressed by the GM before. And we do tend to be a bit prickly about others thinking it's easy. It requires much discipline to it's path, and new spells often require research.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Iris on August 17, 2018, 01:45:05 pm
Looks at Dipnoi techs...

They would at least need Magic Runes to make enchanted gear, or at the very lowest point, actual Magic Tech. Gifting an artifact set without the ability to use it is not the brightest of Ideas.

You could also go the Forge path, but they don't have that researched either. Just Math and soon Geometry. Magic takes a lot to get into, let alone advance. We have a medieval tech in Advanced Magic.

We kinda aim rather high actually. The whole Magic Difficulty has been addressed by the GM before. And we do tend to be a bit prickly about others thinking it's easy. It requires much discipline to it's path, and new spells often require research.

What would you suggest, then? A comprehensive magic book or similar?
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 17, 2018, 01:49:25 pm
If they travel along the path of Geometry, a Star Book detailing the Seasons and the stars of those seasons could jumpstart their Travel beyond their currant lands. A way to Navigate.

They still need to learn camping, but it is something.


Another Option is the Formula Mathematics, which details all the various Formula for various Maths. No clue what it would do though.



My race has a major advantage at Magic, and Advanced Magic still took us a long time. You're looking at a 30 to 50 point requirement to even enter Magic, Let alone use it.



Last age I had a suggestion of a Divine Project called Yggdrasil. You can always save up the 50 FP for that. Though it was more to help us even further. It will take a lot to create without Divine Intervention. The Shrine Research is simply our first step.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on August 17, 2018, 02:15:10 pm
Researching roads might be a faster way for the dipnoi to learn magic - through trade.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 17, 2018, 02:20:29 pm
True, But they might have a bit of trouble getting here. Pretty sure the Djinn are still around.

One of our goals is the Swamp of Challenges, the other, the Monastery.

The first is a good way to test ourselves, and the second is for trade and closer relations to them. The old format of Monk, Healer, Mage is a good battle combination, though i kinda wish the Cat Martial arts were ours too. So there's that.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on August 17, 2018, 02:25:25 pm
You may learn it when you give away your magic to the monks
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 17, 2018, 02:29:06 pm
Think we might need a few collaborative researching first. That and General Magic Use researched. Fine with helping my Future Ally though.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on August 17, 2018, 02:47:11 pm
What would you suggest, then? A comprehensive magic book or similar?
I see no obvious reason why things should have to work like TricMagic thinks they will. Pending response from Zazmio, I think "artefact that intrinsically imbues power into objects crafted therewith" is a valid creation.

Besides, wouldn't you like to have me as an ally? :P
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 17, 2018, 02:55:30 pm
What would you suggest, then? A comprehensive magic book or similar?
I see no obvious reason why things should have to work like TricMagic thinks they will. Pending response from Zazmio, I think "artefact that intrinsically imbues power into objects crafted therewith" is a valid creation.

Besides, wouldn't you like to have me as an ally? :P

No. We already have our gods from the first age. They get their Shrines first.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on August 17, 2018, 03:02:59 pm
No. We already have our gods from the first age. They get their Shrines first.
... I meant Iridium.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 17, 2018, 03:04:37 pm
Eh, good luck then.

Might still need Craftsmen though.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Iris on August 17, 2018, 03:09:28 pm
No. We already have our gods from the first age. They get their Shrines first.
... I meant Iridium.

Sure, then. What kind of tool did you want? (i.e. axe, anvil, etc.)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on August 17, 2018, 03:11:11 pm
Sure, then. What kind of tool did you want? (i.e. axe, anvil, etc.)
I was thinking the old standby of "magic craftsmanship", hammer and tongs.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Iris on August 17, 2018, 03:17:28 pm
Alright, I'll do it in a bit.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on August 18, 2018, 02:30:29 am
No. We already have our gods from the first age. They get their Shrines first.
I'm kinda curious as to what gods those might be now that you said something about it.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on August 18, 2018, 06:56:43 am
Turn 57 - The Bronze Age
(https://i.imgur.com/YaFL1R4.png)

Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Locations:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Worldly Events:

Godly actions of note:
Mabel gifts 2 FP to Felius, and then continues exploring tile F11.  The exploration level was raised by 10%.  Mabel finds an abandoned ruined Shrine to Mabel!
Felius creates the Avatar of Felius at K1 for 5 FP.
Keerim:
Spoiler (click to show/hide)
The Zebra looks puzzled by Keerim's request, but guardedly says, "We have an extensive library on every subject in the world, which is, of course, available for your perusal.  Meanwhile, your tribute is ready now."  Another Zebra, this one in irons and with a look of resignation on his face, is brought into the study.  The first Zebra produces a jeweled dagger.  Says he:  "Would you like to receive your blood tribute now?  Or would you prefer a ceremony first?"
Blarg pulls the rope.  A gong is heard that echoes in the cavernous hall behind the door.  After several minutes, footsteps are finally heard behind the door.  Clanking is heard as the bolts are unlocked, and the wooden door opens with a creak.  There stands a Zebra; except, he is not a Zebra, but a Zebra-man.  His face is equine like a Zebra's, but his fur is very sparse like on a human, except on top of his head, where it is in thick white and black striped tufts.  He has the body of a human, complete with arms, hands, legs, and feet, and that body is clad in a white robe.  For a silent moment, the Zebra regards Blarg with a slightly confused look on its face, then speaks.  Says the Zebra:  "Can I help you?  Are you lost or something?"
Nagas begins the divine project "Irredentist's Fang" and adds 5 FP to it.
Amastay creates the Avatar of Amastay at D4 for 10 FP.  Amastay is unable to take any action with the avatar on the turn it is created.
Tellus creates an outcropping of Polyferrite in B6 for 5 FP.


Civilization actions:

Hidden Monastery
3 workers with 3 crude tools and Sense of Discipline farm on J8 and get 11 food.  1 worker becomes disciplined.
3 d.workers with 3 crude tools forage food on J8 and get 7 food.
1 worker & 1 d.cat BMA with 2 crude tools attempt to create 1 wooden cart & 1 crude tool... um, very naughty, combining two actions into one action like that!  1 wooden cart is created.
1 d.worker learns style under Sifu San Gan Feng and becomes a disciplined beginner cat-style martial artist.  Disci gets 1 FP.  Felius gets 1 FP.
1 d.cobra MMA & 6 workers (all meditated) research Mathematics, then Sanitation, then Temples.  Very, very naughty!  One tech is researched per action!  4 workers complete Mathematics.  1 disciplined master cobra-style martial artist decides to worship Disci.  2 workers play slap and tickle with each other in a deep meditative state.
2 workers (meditated) pray to Disci.  7.5 total FP is generated for Disci, but the fraction is dropped because there are no FP fractions.

Dipnoi Republic
1 Worker and 1 Pygmy Worker train at the Ziggurath to Nagas to respectively become a Priest of Nagas and a Pygmy Priest of Nagas!  Blarg gets 2 FP!
3 Workers farm at I6 with 3 Crude Tools.  They get 10 food.
3 Workers farm at I7 with 3 Crude Tools.  They get 6 food.
1 Pygmy Scout heals at the Mud Bathhouse and then explores I6 with 1 Blowdart.  Tile I6 is now 100% explored.
2 Pygmy Scouts explore H6 with 2 Blowdarts.  Exploration is raised 14%.
4 Workers and 1 Pygmy Worker research Geometry.
4 Pygmy Workers build a Stone Age Training Field at I7 with 2 Crude Tools and using Mud instead of Wood.  The construction is not completed.

Drecthul Commonwealth
2 explorers explore C8.  Exploration raised 17%.  The tile is revealed to be a rainforest.  They discover a Skettin settlement!
3 workers farm at C9 with 3 crude tools and get 7 food.
1 worker forages for wood at C9 with a crude tool and gets 3 wood.
2 workers and an explorer hunt at C9 with 3 crude spears and get 7 food.  1 worker thinks he sees a nude bathing beauty in the lake, but then she disappears!       
2 workers research Mathematics.
Increase population by 2 for 6 food.

Aglejo
6 workers using 5 crude tools (+1 Mathematics) upgrade the stone age farm at B6 to a bronze age farm.  The upgrade is completed.
3 workers using 3 crude tools farm at B6.  They get 16 food.
3 workers using 3 crude tools harvest at B6.  They get 13 food.
1 seagull language speaker researches the Rustbite Sword.  The sword's use is now understood.  Tellus gets 1 FP.
6 workers research Geology.

Cait Sith
1 worker begins work on an Orchard at K-2. 1 labor from Mathematics added.
1 Philosopher argues.
4 disciplined workers research Sanitation.  1 worker has a breakthrough!
1 apprentice researches Shrines.  1 apprentice has a breakthrough!
1 worker with the Hoe of Discipline, and 2 workers with crude tools farm at K-2.  They get 13 food.  1 worker becomes disciplined.
1 Scout with the Seeker's Compass Scouts at J-1. He looks for any Artifacts from the past in the tile.  The exploration level increases 9%.  The compass leads the scout to the Necromancer's Black Tower.  Skeletal warriors are seen patrolling nearby.
2 workers forage for wood at K-1.  They get 4 wood.
2 workers with crude tools forage for stone at K-2.  They get 2 stone.

Delta Dwellers
2 workers explore E8.  Exploration goes up 4%.
2 workers with 2 fishing nets and 2 boats fish at E7 and get 10 food.
2 workers with 2 fishing nets and 2 boats fish at F7 and get 8 food.
2 workers with 2 tools farm cotton from E8 and get 5 cotton.
2 workers with 2 tools forage wood at D8 and get 5 wood.
4 workers research sails.

The Jotun Oligarchy
6 farmers using 5 crude tools Farm at the giant stone age farm at E4 and get 25 food.
1 chief using the artifact "divine dousing rod" Forage at B2 and gets nothing.  The dowsing rod points somewhere.
1 chef using the artifact "The Divine Cookbook" Researches Dietary Efficiency.
5 workers using 5 crude tools Construct a Stone Age Orchard at C3.  The orchard is completed.  Amastay gets 1 FP.
3 workers using 3 slings and 3 spears Train to be Warriors at the Stone Age Training Fields at C3.  Disci gets 3 FP!
4 food is spent on the creation of a new worker.  Farsky gets 1 FP.  Mabel gets 1 FP.

The People
3 scouts explore H5 with 3 crude spears.  Exploration level is raised 19%.  Tile is revealed to be a mountain.
3 workers harvest at H4 with 3 crude tools and get 9 food.
3 workers farm at H4 with 3 crude tools and get 10 food.
3 workers research Crop Rotation.
2 workers research Stone Tools.  The research is complete!  Kel gets 1 FP.
2 workers research Stone Spears. The research is complete!  Kel gets 1 FP.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on August 18, 2018, 06:57:43 am
Turn 57 continued

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: RulerOfNothing on August 18, 2018, 07:05:01 am
Drecthul Commonwealth

I had 8 workers last turn, so I should have 10 this turn.

3 explorers explore B9
3 workers farm at C9 with 3 crude tools
3 workers hunt at C9 with 3 crude spears
2 workers research Mathematics
2 workers forage for stone at C9 with 2 crude tools
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 18, 2018, 07:05:38 am
Sanitation, 2 of ? (incomplete)

Sanitation, 5 of ? (incomplete)


4 researched, and one had a breakthrough... GM Error? Should Be 7 of 8.

No. We already have our gods from the first age. They get their Shrines first.
I'm kinda curious as to what gods those might be now that you said something about it.

Blarg, Mabel, Izzith, Disci, and Telius. You never did pay too much attention to us, but your gifts are something we praise. Or will anyway.

Mabel is Mabel. Helpful Forever.

Izzith is Gone, we mourn what could have been.

Disci has zapped us quite a few times, and our Discipline has helped us.

Telius offered up a new Arcanum, though we failed to make full use of it.


Needless to say, 5 is plenty.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on August 18, 2018, 07:21:39 am
GM, please reconsider. I had a free logistic slot for Sanitation research, just thought I can pile things together to ease counting things up (plus, I do not think you ever mentioned this)

There were 11 research from 4 meditated for Math & 8.25 research from 3 meditated for Sanitation, so they did not rely on completion of another.

Also understood about combining tool creation. Though it was a decent try, won't try again.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on August 18, 2018, 07:34:54 am
I seem to remember Cait Sith trying something similar early in the game.  But anyway, sorry that didn't work out, but now you know that you can't bunch separate actions together like that.  Some things in this game aren't really explained completely but have to be learned and discovered, including rules for writing out actions!

That spreadsheet you made is real interesting.  That must have taken some work.  Food gathering averages appear about right to me.  I remember someone getting bad rolls several turns in a row, but mostly I haven't been paying attention to the averageness of the rolls.  The monks and the Drecthul have no techs that enhance food production and no fertile tiles which is why they've been around 2.5 average per worker.  It should be around 3 per worker with a farm and crude tools, but they have not been farming every turn.
Title: Re: Gridhood: Aspects of the Divine
Post by: Sarrak on August 18, 2018, 07:39:28 am
Alright, lesson learned  :D

I think until this turn, farm production averaged~2.5 even with tools. Might be bad rolls, but it would make me second guess farming altogether if not for discipline artifact.

I'll continue updating this spreadsheet when I have time, so tech comparision and food boasting may occur freely.

EDIT: It seems that this turn you missed Sense of Discipline making worker disciplined (and FP to Disci if still interested)

EDIT2: Dipnoi results - Priests of Nagas give FP to Blarg?  ::)
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 18, 2018, 07:50:40 am
"Vile Necromancer, how dare you pervert the Magic of the Gods!"

..."Right, let's prepare everyone. We strike soon."

from the Apprentice...


Cait Sith
1 Philosopher Argues, with Perfect Discipline!
1 worker researches how to craft Bō. (https://en.wikipedia.org/wiki/B%C5%8D)
6 disciplined workers research Shrines.
1 worker continues construction of the Orchard at K-2.[Mathematics +1 Labor]
1 worker begins the task of Building the Magus Academy at K-1.[Mathematics +1 Labor]
1 Apprentice using a crude tool and the Seeker's Compass gathers regents at K-2.{Looking for the Mythical Magical Regents. And Regents in General. Also the Lake.}
1 disciplined Scout scouts J-1 for enemy routes and hidden locations in preparation of the assault.
1 worker with the Hoe of Discipline and 2 workers with crude tools farm at K-2.


Writing, Logistics, & Mathematics boosts my Logistics from 5 to 8! First time it's really come in handy.
Damn but that is a lot of actions.



Sanitation, 2 of ? (incomplete)

Sanitation, 5 of ? (incomplete)


4 researched, and one had a breakthrough... GM Error? Should Be 7 of 8.

Still waits for the correction.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on August 18, 2018, 08:36:26 am
Delta dwelers
Something is hudung here, no metter how hard we try, we alwaysmiss something, we need to do it
6 workers explore E8
2 workers with 2 fishing nets and 2 boats fish at E7
2 workers with 2 fishing nets and 2 boats fish at F7
4 workers research sails.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Iris on August 18, 2018, 09:47:16 am
Kel creates the Smithing Tools of Magic and places them on I6! Any blade forged with them will be much sharper, and any amour or shield will be much more hardy.

This good?
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on August 18, 2018, 09:52:16 am
"So when did you guys start walking on two legs? Also I'm Blarg you know god of swamps, creator of zebras, and look I even have the Nine Iron and a self propelled wagon...  So what year is it and how long was I in a coma, last thing I remember was everything exploding and then I woke up a little bit ago."
Blarg shows the zebra the Nine Iron, and the big wagon.


You never did pay too much attention to us, but your gifts are something we praise. Or will anyway.
All you have to do is ask me for something.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 18, 2018, 11:38:52 am
Well, we'd probably want a book on creating Gohei (https://en.wikipedia.org/wiki/Gohei), wands for purification and light/holy Magic. Or a Book on Purification Magic, a new Arcanum to go with the shrines.

The first would be 5 FP, and the second, 15FP.


... The Arcanum would be better, since it could definitely include all sorts of gear that can be created to help. Shide are an important part of Shrines. Doesn't really matter until the Academy and the first Shrine are built.


Well, hopefully we can finish research this turn or the next.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on August 18, 2018, 12:21:24 pm
Jotun Oligarchy

Finding that the dowsing rod does not appear to work for them, the Jotun Oligarchy decides that it would be better in the hands of the Avatar.

Spoiler: Doublecheck (click to show/hide)
Spoiler: Action Post (click to show/hide)
Spoiler: Passive Tech Effects (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on August 18, 2018, 12:40:07 pm
Mabel
continue exploring F11
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 18, 2018, 01:04:31 pm
Jotun Oligarchy

Finding that the dowsing rod does not appear to work for them, the Jotun Oligarchy decides that it would be better in the hands of the Avatar.


It would likely work best in the hands of a Scout or Hunter. Going into the same tile with it yields little.

...My Seeker's Compass is better, since it's mutable. Good for my Scout as well, since finding locations will prove easier.

I really hope I can get one of my Arcanum back. Need more Magic Housing.
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on August 18, 2018, 02:36:43 pm
The People
Action 1:
3 scouts explore at H5 with 3 crude spears
Action 2:
3 workers farm at H4 with 3 crude tools
Action 3:
3 workers harvest at H4 with 3 crude tools
Action 4:
3 workers forage for stone at H5
Action 5:
4 workers research Crop Rotation
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on August 18, 2018, 03:58:09 pm
Felius creates an iguana (1 FP) on B9.
here's the other iguana, not my action, just noticed that it got missed

"No sacrifices please, that's not really my kind of thing. I could use a servant though, he'll do nicely, free him so that he can do his job." Keerim turns to address his new servant "Go to the library and get me some history books, try to get at least a summary of all recorded history, I'll look into the details later." talking to the representative again "I have another group of followers far away, and I would prefer if you were more unified. I will be making a gate that connects you to them and I want you to cooperate as equals."

Keerim starts a divine project for a pair of travel gates that will connect G9 and B6 and adds 7 FP to the project. These gates will allow travel between the two tiles.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on August 18, 2018, 04:14:00 pm
Disci creates the Gem of Constitution at J9. The Gem of constitution is a hexagonal green shimmering gem. It seems that holders of the gem seem to increase their overall constitution. They can run longer, hold their breath for a longer time, and can carry stuff for a longer time. The effect of the gem does not wear off after putting the gem someplace else. When put together with the sense of discipline it grants its user high reflexes permanently.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on August 19, 2018, 02:50:49 am
3 workers with 3 crude tools and Sense of Discipline farm on J8
3 d.workers with 3 crude tools forage food on J8
1 d.worker learns style under Sifu San Gan Feng
2 d.cat BMA, 1 d.cobra MMA & 4 workers meditate
2 workers with 2 crude tools build 1 wooden house
1 worker with 1 crude tool starts building Martial Arts School on J9 (+1 labor from Mathematics)
1 worker with 1 crude tool starts building Orchard on J8 (+1 labor from Mathematics)

Spoiler: Future Plans (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Prismatic on August 19, 2018, 04:30:47 am
Aglejo

Error: looks like you forgot to deduct the resource cost of upgrading the farm (-10 wood, -10 bricks) this turn. Also, last turn's incorrect brick count (following an erroneous -6 deduction) appears to have remained unfixed. As such, I think I should currently have 0 wood and 5 bricks.

4 workers farm at B6 using 4 crude tools.
4 workers research Geology.
8 workers research Sanitation.
1 seagull language speaker and 2 workers forage for wood using 3 crude tools and 3 wooden carts.

Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on August 19, 2018, 06:37:41 am
Aglejo

Error: looks like you forgot to deduct the resource cost of upgrading the farm (-10 wood, -10 bricks) this turn. Also, last turn's incorrect brick count (following an erroneous -6 deduction) appears to have remained unfixed. As such, I think I should currently have 0 wood and 5 bricks.
Yes, you are right.  Not sure how I keep messing up Aglejo resources.
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on August 19, 2018, 07:38:15 am
a new Arcanum to go with the shrines.
I kind of need better idea of what you want here, also it won't happen this turn and might not happen next turn if I have to prove to the zebras that I'm a god, but you will get it as soon as I've got an idea of what you want and the resources to create it.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on August 19, 2018, 03:03:05 pm
Nagas sighs and shoves the rest of his FP into Irredentist's Fang, then takes a nap.
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on August 20, 2018, 01:52:25 am
Right, I will post my action for this in the morning.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 22, 2018, 07:04:58 am
Issue dgr?
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on August 23, 2018, 08:38:05 am
We might have to skip him as it's been three days, I don't want this game to die because we're waiting for some one.
Title: Re: Gridhood: Aspects of the Divine!
Post by: dgr11897 on August 23, 2018, 02:05:33 pm
Farsky acts,
Whoops
I pump All my Fp into a new project at E4, the grove of swords, a magical artifact that creates seeds that rapidly grow into sharp stone swords that steal the power of anything they kill.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 24, 2018, 05:40:10 pm
Is that everyone?
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on August 24, 2018, 06:10:33 pm
I will try to do an update early this morning.

To tell you the truth, this game has been feeling like a chore lately.  Sometimes turns take four hours to do.  However, I want to see what happens next, so I'm conflicted.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 24, 2018, 06:23:23 pm
I think the main draw of GMing to be seeing what comes next, and how far your players skew a path laid out.

If it takes a while it takes a while. I'll wait.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on August 24, 2018, 06:27:18 pm
Wasn't the whole point of a new era to decrease your workload? Four hours is insane.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 24, 2018, 06:33:06 pm
Technically, it has only increased it. There are a lot of factions acting in the background. I am slightly worried about that tower, but I also need to confront the issue. Once I have holy magic at least. Do not trust my chances otherwise.


In my game, it tends to take 3 hours. Mostly due to this apple mac.... Old thing.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on August 25, 2018, 06:38:25 am
Turn 58 - The Bronze Age
(https://i.imgur.com/0bTGqf1.png)

Noteworthy tiles:
Spoiler (click to show/hide)

Artifacts:
Spoiler (click to show/hide)

Locations:
Spoiler (click to show/hide)

Creatures:
Spoiler (click to show/hide)

Divine Projects:
Spoiler (click to show/hide)

Other Worldly Events:

Godly actions of note:

Kel  creates the Smithing Tools of Magic at I6 for 10 FP!
Blarg shows the zebra the Nine Iron, and the big wagon.  The Zebra looks interestedly at the wagon, but looks dubiously at Blarg upon hearing his claim of being the god of swamps.  The Zebra invites Blarg inside and offers him food and drink.  Blarg gets the impression that the Zebra thinks Blarg is a poor mad Zebra and is taking pity on him.  "This is a bit amusing, actually," says the Zebra as he sets a tray of food before Blarg and sits at the table with him.  "There is a prophecy in the old books about the Swamp god returning one day, but no one actually expects Blarg to literally walk through our front door.  We're all quite rational these days, you know; except for a few kooks, no one believes that the gods really exist, or ever existed.  It is all superstitious mumbo-jumbo from our more primitive days.  But you're welcome to stay here until we figure out who you really are."
Mabel continues exploring F11, raising exploration by 7%.
Keerim begins the divine project "Travel Gates that connect G9 and B6" and puts 7 FP into the project.  Then Keerim turns to the first Zebra and orders the release of the chained Zebra, much to the surprise and befuddlement of the first Zebra and the gratitude of the chained Zebra.  The confusion only increases when Keerim describes what else he wants, but the first Zebra complies and releases the chained Zebra, whose name is Gino, who then enthusiastically goes to the library and comes back with an armful of heavy, dusty tomes.  The first Zebra watches with a quizzical expression as this goes on.  "I mean no offense," says the first Zebra, "but I am surprised that a Whitewing emissary would be interested in scholarly pursuits.  I mean, I had heard that your people have no time for and no interest in such things."
Disci creates the Gem of Constitution at J9 for 10 FP.
Nagas puts 2 FP into the divine project "Irredentist's Fang".
Farsky creates the divine project "the Grove of Swords" and puts 20 FP into it.

Civilization actions:

Drecthul Commonwealth
3 explorers explore B9.  Exploration goes up 33%.
3 workers farm at C9 with 3 crude tools and get 10 food.
3 workers hunt at C9 with 3 crude spears and get 9 food.
2 workers research Mathematics.  The research is complete!
2 workers forage for stone at C9 with 2 crude tools and get 2 stone.

Cait Sith
1 Philosopher Argues, with Perfect Discipline!
1 worker researches how to craft Bō.
6 disciplined workers research Shrines.  2 workers have breakthroughs!  The research is complete!
1 worker continues construction of the Orchard at K-2. [Mathematics +1 Labor]
1 worker begins the task of Building the Magus Academy at K-1. [Mathematics +1 Labor]
1 Apprentice using a crude tool and the Seeker's Compass gathers regents at K-2. {Looking for the Mythical Magical Regents. And Regents in General. Also the Lake.}  The apprentice gets 3 reagents.  The reagents here appear to be normal but in abundance.  The apprentice finds that he/she doesn't have time to seek anything else while also busy foraging.
1 disciplined Scout scouts J-1 for enemy routes and hidden locations in preparation of the assault.  Exploration increases by 5%.  The scout thinks he's seen 2 patrols totalling 12 skeletal warriors, but they're hard to tell apart and he might have seen the same patrol twice.
1 worker with the Hoe of Discipline and 2 workers with crude tools farm at K-2.  They get 13 food.  1 worker becomes disciplined.

Delta Dwellers
6 workers explore E8.  The tile is now 100% explored.
2 workers with 2 fishing nets and 2 boats fish at E7 and get 10 food.
2 workers with 2 fishing nets and 2 boats fish at F7 and get 8 food.
4 workers research sails.

The Jotun Oligarchy
3 farmers using 3 crude tools Farm at the giant stone age farm at E4.  They get 14 food.
3 farmers using 3 crude tools Harvest at the orchard at C3.  They get 13 food.
3 warriors using 3 slings and 3 spears Hunt at D5.  They get 10 food.
1 Chef using the artifact "The Divine Cookbook" Researches Dietary Efficiency.
1 Chief using a crude tool and 2 workers Forage for wood at F5.  They get 9 wood.
3 workers using 3 crude tools Create 2 Wooden Carts.  Kel  gets 1 FP.
1 worker Prays to Amastay.
4 food is spent on the creation of a new worker.  Mabel gets 1 FP.  Farsky gets 1 FP.

The People
3 scouts explore at H5 with 3 crude spears.  The exploration level goes up 29%.  The scouts discover the location Djinn Palace Ruins.
3 workers farm at H4 with 3 crude tools and get 9 food.
3 workers harvest at H4 with 3 crude tools and get 10 food.
3 workers forage for stone at H5 and get 6 stone.
4 workers research Crop Rotation.

Hidden Monastery
3 workers with 3 crude tools and Sense of Discipline farm on J8 and get 11 food.  1 worker becomes disciplined.
3 d.workers with 3 crude tools forage food on J8 and get 9 food.
1 d.worker learns style under Sifu San Gan Feng.  The disciplined worker becomes a disciplined beginner cat-style martial artist.  Disci gets 1 FP.
2 d.cat BMA, 1 d.cobra MMA & 4 workers meditate.  Disci gets 1 FP.
2 workers with 2 crude tools build 1 wooden house.
1 worker with 1 crude tool starts building Martial Arts School on J9 (+1 labor from Mathematics).
1 worker with 1 crude tool starts building Orchard on J8 (+1 labor from Mathematics).

Aglejo
4 workers farm at B6 using 4 crude tools.  They get 24 food.
4 workers research Geology.
8 workers research Sanitation.  The tech is complete!
1 seagull language speaker and 2 workers forage for wood using 3 crude tools and 3 wooden carts.  They get 6 wood.

Dipnoi Republic stagnates.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Zazmio on August 25, 2018, 06:39:14 am
Turn 58 continued

Civilization status:
Spoiler (click to show/hide)

Godly status:
Spoiler (click to show/hide)

Techs known to all:
Spoiler (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: Maximum Spin on August 25, 2018, 06:48:39 am
Nagas stares patiently, but intensely, at the Dipnoi.
Title: Re: Gridhood: Aspects of the Divine!
Post by: KittyTac on August 25, 2018, 07:12:11 am
Felius explores K1.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 25, 2018, 07:55:25 am
Cait Sith

1 Philosopher argues.
1 worker with the Hoe of Discipline, and 2 workers with crude tools, Farm at K-2.
4 disciplined workers research how to make Bō.
2 workers craft 2 crude tools.
1 disciplined Scout with the Seeker's Compass scouts J-1 to reach a 50% exploration rate. {Point me toward unscouted areas.}
1 disciplined worker continues the construction of an Orchard at K-2.[Mathematics +1 Labor]
1 disciplined worker continues to build the Magus Academy at K-1.[Mathematics +1 Labor]
1 apprentice and 1 disciplined worker gather regents at K-2 using crude tools.


5 more turns until we are disciplined, in all our crafts. 3(2?) more until the orchard is complete, and 5 until the Academy is.

At some point in the next five turns, the First Shrine will be built. And right now, it looks like it will go to Blarg, Mabel, and Disci, in that order. We also need to see about improving our housing. Village Planning seems like it will do the trick.
Title: Re: Gridhood: Aspects of the Divine!
Post by: RulerOfNothing on August 25, 2018, 08:08:46 am
Drecthul Commonwealth

I think I should have 17 food this turn, since I had 12 food last turn, gained 19 and used 14

2 explorers explore B9
3 workers farm at C9 with 3 crude tools
2 workers and 1 explorer hunt at C9 with 3 crude spears
2 workers research Metal Tools
3 workers forage for stone at B9 with 3 crude tools
Population increases by 1
Title: Re: Gridhood: Aspects of the Divine!
Post by: Rockeater on August 25, 2018, 08:14:34 am
Delta dwelers
4 workers explore E9
2 workers with 2 fishing nets and 2 boats fish at E7
2 workers with 2 fishing nets and 2 boats fish at F7
4 workers with 4 crude tools build 3 boats
2 workers reaserch sails
Title: Re: Gridhood: Aspects of the Divine!
Post by: Prismatic on August 25, 2018, 08:47:23 am
Aglejo

The islanders are most pleased with their latest harvest; the innovative techniques employed in the new farm are evidently proving their worth. With their food stockpiled in abundance, all minds come together to study the fruits of the earth.

3 workers research Geology
6 workers research Open-pit Mining
1 seagull language speaker and 9 workers research Pottery
Title: Re: Gridhood: Aspects of the Divine!
Post by: KittyTac on August 25, 2018, 09:36:52 am
Does that mean I won't get a shrine?

((Well, the catgirls did not build a shrine to the god of cats.))
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 25, 2018, 09:45:28 am
You will get one. It's just going to be a while. We can only build five after all.

Blarg's goes in K-1, obviously. As does Mabel's. God of Metal will get one in the Glittergrove at J-1. If he shows up at some point.

Disci get's one at K-2, to go with the farms. And that leaves a space at K-1 for yours.

Of course, if anyone wants to give us a Windcutter's Axe, that would be appreciated. Or a pickaxe of some sort.


At max, we can currently build six shrines.


There ar also these Mirrors, the Goshintai (http://www.greenshinto.com/wp/2012/02/18/the-circular-mirror-shinto-symbol/)
It seems that they could boost the amount gained while praying at the shrine, depending on its cost. A mirror that boosts the FP rate by 1.5 would likely cost 15-20 FP. More usefully, a basic Mirror that boost FP Gain by 0.5 would also work. Maybe 5-10 FP, meaning 3 FP a turn from a single Miko working at the shrine. Granted, we still have much to do.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on August 25, 2018, 12:59:53 pm
Jotun Oligarchy

The Jotun Oligarchy.

Spoiler: Action Post (click to show/hide)
Spoiler: Passive Tech Effects (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: The_Two_Eternities on August 25, 2018, 02:57:59 pm
The People
Action 1:
4 workers research Crop Rotation
Action 2:
3 scouts with 3 crude spears explore at H5
Action 3:
3 workers with 3 crude tools farm at H4
Action 4:
3 workers with 3 crude tools harvest at H4
Action 5:
3 workers use 3 stone to make 3 stone tools
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on August 25, 2018, 03:14:25 pm
Disci Zaps a Jotun to be a giant version of a jotun.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Supernerd on August 25, 2018, 03:18:34 pm
Disci Zaps a Jotun to be a giant version of a jotun.

So... Just a regular Jotun then? They are already Giant.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Detoxicated on August 25, 2018, 03:35:41 pm
So if i zap a jotun, who is already a giant as you eloquently pointed out, to be a giant version of a jotun, I suppose it would produce a titan...
Title: Re: Gridhood: Aspects of the Divine!
Post by: andrea on August 26, 2018, 04:10:18 am

God of Metal will get one in the Glittergrove at J-1. If he shows up at some point.
[...]
Or a pickaxe of some sort.


My chosen people are doing very fine on their own and a pickaxe is a worthy goal. I have something to do now, but after I gather strength I will assist you.
I really do expect that shrine at some point however.

Tellus creates an avatar in B7. it is a metal humanoid of standard size, with a light source embedded in the chest

Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on August 26, 2018, 07:24:25 am
"I still want to know why you guys walk on two legs now days, did you mutate or something, also why are you living in this lighthouse looking thing, last time I was here we all lived in Willamette, you know that ruin that's not that far from here, also I'm not crazy I can prove to that I am a god and that I am indeed Blarg!"
Blarg spends some FP to create a talking Zebra it shall appear right next to him in G7 and its name shall be bob, then he spends 5FP to create an artifact called Red 9 it is a small handheld metal rectangle with a wooden handle and a short metal barrel, this item is capable of firing small bits of soft metal at high speeds at whatever its pointed at, these pieces of metal are capable of piercing light armor, this item appears in his hand at G7.

TricMagic that book I said I was going to give you has to wait for a bit sense I have to prove who I am to this guy.
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 26, 2018, 07:38:38 am
Well, we do need to build the shrine first.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Lenglon on August 26, 2018, 02:33:59 pm
Mabel
Continue exploring F11
Title: Re: Gridhood: Aspects of the Divine!
Post by: DAPARROT on August 26, 2018, 03:04:45 pm
Interesting, the Whitewings are here too

"I think there's been a misunderstanding, I am Keerim, God of Birds. I created that mountain over there for your anscestors back when you guys were just sapient zebras. Don't worry about the Whitwings by the way, my other followers had some trouble with them as well, and I'll make them leave you guys alone too."

Keerim grabs one of the history books ans starts reading (just send me a pm for this, I don't want to make my section of the turn update longer then it already is)

"Thanks for getting the books Gino, can you sort them by time period if they aren't already."
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on August 26, 2018, 04:39:01 pm
2 workers with 2 crude tools and Sense of Discipline (+Gem of Constitution) farm on J8
3 d.workers with 3 crude tools forage food on J8
3 workers with 3 crude tools and 3 wooden carts forage wood on K10
1 d.worker learns style under Sifu San Gan Feng
2 d.cat BMA & 1 d.cobra MMA (all meditated) research Sanitation
4 workers (meditated) research Temples
1 d.cat BMA with 1 crude tool continues building Martial Arts School on J9 (+1 labor from Mathematics)
1 worker with 1 crude tool continues building Orchard on J8 (+1 labor from Mathematics)

Spoiler: Future Plans (click to show/hide)
Title: Re: Gridhood: Aspects of the Divine!
Post by: King Zultan on August 30, 2018, 05:47:59 am
I think everyone's posted that's going to.
Title: Re: Gridhood: Aspects of the Divine!
Post by: Sarrak on August 30, 2018, 09:25:35 am
Dipnoi did not, but Nakeén seems to be out of forum for now

I think regularity of updates depends on GM only, he never waited for anyone (at least I'm not aware)
Title: Re: Gridhood: Aspects of the Divine!
Post by: TricMagic on August 30, 2018, 09:41:42 am
Well, if he's out of town, just leave him for a few turns. Don't kick him.
Title: Re: Gridhood: Aspects of the Divine!
Post by: auzewasright on October 13, 2018, 08:15:33 am
<shameless, long overdue, bump>
Title: Re: Gridhood: Aspects of the Divine!
Post by: KittyTac on October 13, 2018, 09:19:49 am
I'm afraid that this one is... uh... you know...
Title: Re: Gridhood: Aspects of the Divine!
Post by: auzewasright on October 13, 2018, 11:59:05 am
Just wanted to make sure.