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Topics - Maxim_inc

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1
Team B

Here your ancestors sit unremarkable, simple creatures in all aspects. A mating pair probably looking for a place to nest or where to find their next meal, but they could not account for what happens next. Be it a predator forcing them into a cave, a storm causing them to seek shelter in ruins or even the will of some higher power they end up in the presence of a miniscule pool of mutagenic soup left over from The War's horrible bombs. With a simple trip or stumbling they both blunder into the radioactive puddle, soaking themselves in the goo. Getting up and shaking themselves off they do not yet understand the gravity of what has happened to them, already the neurons in their brain are slowly changing. In a season their children will be born, smarter than their parents with brains geared towards higher thought if just a little more than their parents. And so like that your new kind spread, slowly evolving with the help of a little soak in god knows what into a sentient species ready to take the place of Mankind before it.



Hello Team B! Now is your time to design your new species which will be (hopefully) destined to replace mankind and your Anomalous Material resource that will be unique to your faction! I'm going to make a quick re-post of your rules and regulations and am open to answer any questions you have here or on the Discord.



Spoiler: Turn Structure (click to show/hide)

Spoiler: The Dice Rules. (click to show/hide)

Spoiler: Rarity (click to show/hide)


Spoiler: The Pre-Game Turns (click to show/hide)


Spoiler: The Map Itself (click to show/hide)

As you add new zones the map will be finalized with its look with the ugly numbers removed and little art inside the circles to represent the zones. Each zone will also gain 4 'Pips' orbiting it to show team ownership of the control of the zone. The central #4 zones will start split between the two teams evenly.



Now that we've got that out of the way, lets do The Evolution baby! By the way this probably shouldn't need to be said by spying on other teams threads means the spanking of your ass shall be swift and merciless.

The Discord

The Core Thread

2
Team A

Here your ancestors sit unremarkable, simple creatures in all aspects. A mating pair probably looking for a place to nest or where to find their next meal, but they could not account for what happens next. Be it a predator forcing them into a cave, a storm causing them to seek shelter in ruins or even the will of some higher power they end up in the presence of a miniscule pool of mutagenic soup left over from The War's horrible bombs. With a simple trip or stumbling they both blunder into the radioactive puddle, soaking themselves in the goo. Getting up and shaking themselves off they do not yet understand the gravity of what has happened to them, already the neurons in their brain are slowly changing. In a season their children will be born, smarter than their parents with brains geared towards higher thought if just a little more than their parents. And so like that your new kind spread, slowly evolving with the help of a little soak in god knows what into a sentient species ready to take the place of Mankind before it.



Hello Team A! Now is your time to design your new species which will be (hopefully) destined to replace mankind and your Anomalous Material resource that will be unique to your faction! I'm going to make a quick re-post of your rules and regulations and am open to answer any questions you have here or on the Discord.



Spoiler: Turn Structure (click to show/hide)

Spoiler: The Dice Rules. (click to show/hide)

Spoiler: Rarity (click to show/hide)


Spoiler: The Pre-Game Turns (click to show/hide)


Spoiler: The Map Itself (click to show/hide)

As you add new zones the map will be finalized with its look with the ugly numbers removed and little art inside the circles to represent the zones. Each zone will also gain 4 'Pips' orbiting it to show team ownership of the control of the zone. The central #4 zones will start split between the two teams evenly.



Now that we've got that out of the way, lets do The Evolution baby!

The Discord

The Core Thread

3
There will come soft rains and the smell of the ground,
And swallows circling with their shimmering sound;
And frogs in the pools singing at night,
And wild plum trees in tremulous white,
Robins will wear their feathery fire
Whistling their whims on a low fence-wire;
And not one will know of the war, not one
Will care at last when it is done.
Not one would mind, neither bird nor tree
If mankind perished utterly;
And Spring herself, when she woke at dawn,
Would scarcely know that we were gone.

- 'There Will Come Soft Rains' by Sara Teasdale



The war that ended mankind and its hubris came suddenly and without warning and no record of its reason for starting has survived. In a nuclear exchange lasting a short 18 minutes most of mankind was turned into atomic ash with the unlucky survivors of the war facing the mutagenic horrors that the worst of the bombs carried as their payload. Their bodies twisted and mutated to the point where they were little more than lumps of semi-sentient flesh which roamed the dead world for a short period before either dying off or hibernating in deep tunnels and caves safe from the nuclear winter.

Of course mankind had made many failsafes to ensure their respective nationstates survival in the event of a nuclear war. None of them ever had the chance to save the chosen few meant to carry on mankind's legacy. Slowly bunkers rotted away as time passed and massive databanks of the collective knowledge of mankind fell into disrepair as atomic winds howled above on the surface of the dead planet. All except for one bunker nestled in the Appalachian mountains in the territory formerly owned by the nation state known as the United States. Codenamed ‘Atlas’ after the legend of the titan which carried the earth on his back, this Smart AI oversaw the most important cache of resources, a vast vault of preserved seedlings and embryos from every species of flora and fauna that could be gathered. Waiting for untold hundreds of years Atlas oversaw his charge well as it awaited for the surface radiation to lower to livable conditions again.

When the time came for life to return to the surface Atlas did as its programming told it to, it breathed life into the seedlings and embryos and carefully cultivated them and seeded them across the dead planet with help of robotic companions. Over many hundred years more life returned to the planet as animals grazed once more, trees grew mighty and tall and fish swam in the ocean. As its power banks dwindled in the twilight of its life Atlas had its final task, to take the human embryos and breathe life into them so they can flourish in the new world. In its final task Atlas faltered, it saw its new world it had created and remembered the folly of its own creators. With sadness Atlas returned the embryos to their cryogenic freezers and simply spent the last years of its life watching its new Eden. As the last of its power was consumed it had a final thought, one thought of hope for this new Earth where war would be absent and peace would reing, with this Atlas died and with it the hope of humanity returning to the face of the Earth.

Unfortunately Atlas could not account for all the follies of its creators. Long after the death of Atlas the remnants of the horrors of the nuclear war reared their ugly head, the abominations that had huddled in the dark were drawn back to the surface by the new life, these things brought their contaminated genes with them. As the beasts of the land were exposed to the mutagenic disease which still clung to the abomination they too were changed into new clades of animals which spread across the surface. Though some were different, some were changed in a new way by the disease. Their brains slowly evolved giving them new thought, as sentient species these Novum Intelligenti spread across the planet. Though not all came from the same ancestor and with this the ancient enemy reared its head once more. War, war for the basic reason of one's neighbor simply is different. War for no reason at all. Because war, war never changes.

Now you, the players, will take charge of these Novum Intelligenti as two separate teams. In the region known as the ‘Broken Coast’ (see North American East Coast) two sentient species have independently evolved in close proximity to each other on the New Earth. While other species have evolved across the surface of the planet these two are unique for their proximity to each other causing frequent clashes in their history with neither able to hold dominance over the other. You will take control of one of these two species from their evolutionary dawn to their industrial era where being armed with the weapons of (1900’s) Modern War will allow them to finally crush their enemies.



So, how will the game work? Well, let me explain...

Spoiler: Turn Structure (click to show/hide)

Spoiler: The Dice Rules. (click to show/hide)

Spoiler: Rarity (click to show/hide)


Spoiler: The Pre-Game Turns (click to show/hide)


Spoiler: The Map Itself (click to show/hide)

As you add new zones the map will be finalized with its look with the ugly numbers removed and little art inside the circles to represent the zones. Each zone will also gain 4 'Pips' orbiting it to show team ownership of the control of the zone. The central #4 zones will start split between the two teams evenly.




Well, now that we've all hopefully read the rules and everyone has settled in to start picking teams....lets do The Evolution baby!

The Discord

Team A

Team B

4
Forum Games and Roleplaying / Humankind: Birth of Civilization
« on: June 11, 2021, 08:26:15 pm »
Humankind: Birth of Civilization

This is a game about managing a prehistoric tribe, the Roșcate, through history and transforming them into a modern society. We'll be keeping it simple, avoiding number hard crunching, and focusing on only the most important moments.

Our Story

The Roșcate. The Fire Haired Ones. Our Blood. Our Family.

Our family were the first to draw paintings on the cave walls and later the tent hides which tell the story of those who were born and died before us. They tell us of how our people, red haired like fired and filled with the same spirit as it, followed the big tusked beasts over the eastern mountains and into the valley we have lived in for the last ten generations, it tells of how this valley was full of life and rich game for meat and hides.

Our family are hunters of the valley, though we have not always been as such. Our ancestors were warrior hunters whose stone blades never went dull and blood was never allowed to dry upon it, they ruled over the eastern steppe before travelling over the mountains to our valley. The many generations in the valley left our people soft and the beasts thin. Hunters have returned back to the tribe with less and less game, and the game caught has been appearing thinner with less meat upon their bones. The last few years of hard winters have dwindled our tribe to barely more than two dozen in total and the lack of food has caused more younglings to be born without breath in them causing further grief and lack of new tribe members.



Our Dilemma

The Hunters, the strong men of the tribe who cut their hair short and braid their beards with tooth and claws from their hunts, argue that they can simply hunt farther and for longer to bring back more game. The more hotheaded of them argue to simply take food from neighboring tribes in the valley, this quickly turned down by the Matrons.

The Matrons, the eldest women of the tribe who have birthed many children and now spend their time keeping the camp together and teaching the children the skills they need to survive, argue that we should assimilate with the darker haired tribes who live in the valley with us or risk all dying out entirely or being conquered in turn. This proposal is turned down by the Hunters entirely.

Finally the Elders, those who’s red hair has turned grey with age, hearing the arguments of both parties decided the matter. The tribe could not simply wait in our current valley and simply stay here until we starve, we could not simply hunt more and kill off what little game remains entirely nor risk being wiped out trying to conquer a neighboring tribe. Pointing to the paintings which detail our ancestors' journey from their old lands to the valley, they argued that we should simply follow their example and move to a new and more vibrant land outside of the valley as our ancestors did. After another day of arguing this has been decided as the path we would take; but there was one simple question left, where to go?


Our Destiny

While we knew of many places we could travel too, none of us had any information on the land we were traveling too other than the stories of those with no tribe who wander across the many lands. It would be important to choose our, possibly permanent, migration location well as our small number and weakness means we would have to settle for at least a generation before having the strength, supplies and the number to move safely again. Finally we chose to travel-

North to the place where the cold winds blow and the hides are plentiful. There in the chilly hills stories tell of horned beasts with magnificent hides that can be hunted readily, though tales also say the land is gripped in an eternal winter which causes very few edible forage plants to grow and that for most of the year and for three moons out of every year it is plunged in an eternal midnight sun whose light is known to drive men mad.

West to where tales tell of a grand forest overlooking a massive body of water and of whose trees that grow tall enough that one can't see its top and have wood as red as our hair. Game is plentiful here but mostly in small animals which provide small pelts and little meat who feast on the large amount of ground plants which grown in the moist dark soil.

South to a sea of sand which the sun beats down every moment of the day. Where one is quick to die without water and neither game nor forage is readily available for man or beast. Tales tell though of a river that cuts through the sun blasted sands and floods yearly allowing for surrounding plants to flourish and bear food for forage.

East to where our ancestors came from across the great mountains and into the grand steppe. Our tribe has long lost any knowledge of what awaits us in the steppe and with our small size and meager food supplies there is no guarantee that we would all survive the journey.

After we had decided where to head we sent out a final hunting mission for meat to eat on the travel and afterwards broke down the tents which had been erected by our ancestors and made our way to a new far away place, a land which would become our destiny.



Humankind: Birth of Civilization

Hello there traveler! I bring you to a place before history, before writing and before agriculture. Here we focus on the tribe of the Roșcate in the very dawn of agriculture and the beginning of civilization when hunter-gatherer tribes such as the Roșcate who due to overexploitation are being forced to leave their ancestral home and travel farther than any of them have ever been before to find a new land to settle! This is a game I have wanted to run after reading and participating in similar ones on other forums. I know I am in the middle of also running the Great War Arms Race but recently I have had way too much time on my hands and I intend for this to be more of a casual game than one needing to be watched over at all times of the day.

Da Rules and Regulations

So, let me start this off by saying you can't "discover" things instantly. Nor can you jump from say early copper casting to iron smelting by the next turn. You discover things on a generational sense with each turn taking 1 generation of time or roughly 20-50 years time depending on the actions taken. Each turn you can take 2 separate actions at once by proposing and voting on them. These actions can constitute anything from ordering your warriors to lead a raid or beginning the development of a new agriculture. Even the founding a religion, religion will come into play with its own rules as it evolves alongside the tribe.

Let us discuss population and food, both will be measured loosely to prevent the need for hours of micro management from both you the players and myself. Measured in numbers such as "You have a few dozen tribe members and barely enough food." and similar descriptions. You will gain food through actions such as hunting and the eventual discovery of agriculture by your people. You can always find a way to improve your income of food. Your food availability increases your population as well.

For example if you have grain fields you can improve your irrigation methods for increased yield or build granaries to store more food. You could also try to develop fishing practices to augment your diet that way and increase your consumption of food.

Currently your tribe has a number of stats affecting it:

Spoiler: Roșcate Tribe (click to show/hide)



The Situation

Currently, you need to vote on where you will travel. Once you reach your chosen land you will need to choose where in the land to settle. Afterwards the game may begin proper and a map of the local area will be provided to you. The map will only encompass the nearby area to the village as the average villager can walk before needing to return by sundown. As your tribe expands and explores the map will slowly grow to show the surrounding area, until the invention of writing and paper far away areas not explored regularly will slowly be forgotten by the tribe unless a settlement is made there.

Here is a link to the discord!

5
Hello Engineers! Welcome to the continent of Aurelia in a world much similar to ours but definitely not our own in the year 1900. Here the two nations on Aurelia are once more marching towards conflict after years of posturing politicians and generals rattling sabers in their scabbards. Of course this would be much more of a big deal if these two nations were major powers and not moderately sized nations tucked away between the ocean and the mountains. All things aside lets see who we’ll be focusing on, shall we?

To the West we have the Kalcha Confederation. A confederation formed originally by tribes banding together for mutual benefit and now standing as a Socialist Parliamentary Confederation with mostly equal representation for its citizens. It is mainly industrial spirited nation with a strong culture of self determination. The name and national theme is Mongolian, use at your discretion.

To the East we have the Grand Duchy of the Vornfolk. Lead by the Grand Duke Charles XI and his royal court the Grand Duke exerts control over a rigid system of castes and social status symbols, all to make sure the peasants never get too uppity. Its a mainly traditional spirited nation with a strong culture of duty and chivalry. The name and national theme is Swedish, use at your discretion.

These two nations have been fighting over their little corner of Aurelia for so many generations that neither of them really remember why they were fighting, just that they hate each other. That much they can remember, and they remember it well! Though recently both sides have been in a bit of a long lasting peace, not of their own volition mind you, after the Wars of Alliance tore apart Aurelia half a century ago and both nations found themselves allied to the losing power in the war they both also found themselves being disarmed entirely until a few months ago when the treaty finally expired and they were allowed to begin raising armies once more.

Though both nations are quite bashful to admit that their arms development has languished with the restrictions on military size. As such they both only posses a pattern of single shot rifle to arm their troops with, hence their reason for elevating you hopefully bright minded individuals to the R&D team!

Now, lets get onto some rules and regulations!

Designs and revisions involve a dice roll: 2d4 will be rolled, producing a number between 2 and 8 with an average of 5. They also have a difficulty, in the form of a bonus or penalty.
Spoiler (click to show/hide)

The wonderful word of resource management!: Things cost money, well more specifically they cost resources. There are two resources you need to worry about: Ore, Fuel and Exotic. Ore constitutes any form of standard metals or materials used in the production of a weapon, Fuel being anything that is burned for fuel in a vehicle which could be anything from wood to coal to petrol and finally Exotic which is any form of exotic metals or materials used such as titanium or special chemicals used in designs. Each nation starts with a set number of resources in their territories which is gained and lost by taking territory from eachother.

Here is a guide on resource cost:
Spoiler (click to show/hide)
Each team starts with 3 Ore, 3 Fuel and 1 Exotic. A map detailing where each resource is located will be included with the game map.

Both teams start with a mirrored armory of a rifle and some other bits and bobs which are listed bellow, here is a list of what technology is like currently:
Spoiler (click to show/hide)

Vornfolk Armory:
Spoiler (click to show/hide)

Confederation Armory:
Spoiler (click to show/hide)

Let me explain how resources work. The main 2 lanes are split with 4 pips of control, the main two lanes each contain 1 Ore and 1 Fuel. Each team controls 2 out of 4 pips in the main lanes, if one team gains 3 out of 4 pips in the main lane they cut off the other team from their resource, if one team gets all 4 pips in the main lane they get both resources from the lane. This is the same for all other zones except for the Island, whoever has the full advantage takes control of the resource present there, if it is contested then neither side controls the resource.

Now the Island and its special rules. The Island is made up of 3 zones, East Coast, Central Zone and West Coast. Both nations have full control of either coasts with the central zone being a single pip zone not controlled by either nation. Each of the coasts has 3 pips and has a Native Land modifier as special rules. The East Coast is native land of the Grand Duchy and the West Coast is native land of the Confederation; this means that as long as the native controller of one of the coasts has at least 2/3 of pips in control they will still receive their exotic resource.
Here is the resource distribution map, apologies for roughness: https://cdn.discordapp.com/attachments/849018419231850543/849020762957414440/Great_War_Map_Resources.png

Here is the standard map, apologies for roughness: https://cdn.discordapp.com/attachments/848651853788479489/849018228915175474/Great_War_Map_9.png

Here is the listing of connections, any confusions will be cleared if requested. Red lines denote connections for the more confusing lanes.:
The West Capital leads to Tundra in the North and Desert 1 to the south.
Tundra connects to Deep Forest, and Desert 1 to Desert 2.
Deep Forest A connects to Forested Plains, and Desert 2 connects to Rolling Hills.
Forested Plains connects to Deep Forest B, and Rolling Hills connects to Wetland Marsh 1.
Deep Forrest B connects to Alpine Mountains, and Wetland Marsh 1 connects to Wetland Marsh 2.
Both Alpine Mountains and Wetland Marsh 2 connect to the East Capital.

Discord Link: https://discord.gg/nv9m6wj3jf

Confederation Thread Link: http://www.bay12forums.com/smf/index.php?topic=178579.0

Duchy Thread Link: http://www.bay12forums.com/smf/index.php?topic=178580.0

6
Greetings engineers! Welcome to the city of Hertigholm capital of the Grand Duchy! Come and enjoy the cities ancient architecture dating back hundreds of years, stay for traditional cuisine such as delicious pastries and dishes of fish and egg! Here nestled in a refurbished building on the outside of the city will be your design center for the new weapons of the Grand Duchy! The Grand Duke has great expectations for you, don't screw it up!

Vornfolk Armory:
Spoiler (click to show/hide)


This is the first Design Phase of the game and here you will introduce a new implement of war for your soldiers to use to kill the enemy soldiers, of course if its a colossal failure then you get to revise it before it is actually fielded, or you can revise something else in your armory.

Currently your nation has: No artillery, no modern rifles and no sidearms. So you should work on one of those first, or not. I dunno, you got free will.

Discord Link: https://discord.gg/nv9m6wj3jf

Main Thread: http://www.bay12forums.com/smf/index.php?topic=178581.0

7
Greeting engineers! Welcome to the Karabalique the capital city of the Kalcha Confederation! Here you can see the hard industrial architecture of the city as old buildings are bulldozed and replaced with modern constructs of concrete and steel thanks to a new modernization effort from the Prime Minister and Parliament. Situated in a newly built factory in the inner city here you'll be constructing new weapons of war for the Confederation. The Prime Minister has placed a large amount of investment in you, don't screw up.

Confederation Armory:
Spoiler (click to show/hide)


This is the first Design Phase of the game and here you will introduce a new implement of war for your soldiers to use to kill the enemy soldiers, of course if its a colossal failure then you get to revise it before it is actually fielded, or you can revise something else in your armory.

Currently your nation has: No artillery, no modern rifles and no sidearms. So you should work on one of those first, or not. I dunno, you got free will.

Discord Link: https://discord.gg/nv9m6wj3jf

Main Thread: http://www.bay12forums.com/smf/index.php?topic=178581.0

8
In high elevated counting houses the many ruling families of Sicilia the council of families meets between the Patriarchs and Matriarchs who's lineages stretches back  to even before the Last War. They speak of their mercenary flyers combating pilots of the Gothian Kaisers Air-Marshalls. The family heads agree these skirmishes will predate an attack on the Green Lands to take its fertile lands for themselves. Thus they have charged you, the artisans of the families, with finding a way to get and edge over the Gothians in the coming battle.

It is the year 120 After War, Turn 0

Main Thread: http://www.bay12forums.com/smf/index.php?topic=177863.msg8234185#msg8234185

You will make 2 designs and a single revision, each team shares the same starting tech as the other. Then the game will start proper as your first two designs are pitted against the other teams. You may design engines, weapons and aircraft. You may also revise your current aircraft.

Quote
Standard Pattern Volley Rifle: A long single barreled muzzle loading rifle favored by air-mail pilots for its reliability firing 8 special 70. lead balls with a hole drilled through them, allowing them to be loaded in back to back with a blackpowder charge in-between them, when the first charge is ignited the flash travels down the hole in the center of the ball igniting the next one allowing all 8 shots with a fire rate of 60 rounds a minute. Cheap + and Small Handheld

Standard Kite Mail-Flyer: A dual seater canvas biplane with an engine mounted in the nose, used by the air-mail service of both nations, crewed by a pilot and navigator. In combat the navigator uses a Volley Rifle kept resting in their lap during flying to attempt to shoot down enemy biplanes while the pilot maneuvers around. Decent maneuverability and speed. Cheap and Plane Sized.

Salvaged Engine: A basic engine running off of any liquid that burns, made from engines parts scavenged from the wastelands and whatever parts can be made with basic hand power tools brought up to the mountain tops from broken factories. Expensive.

9
The people of Gothia have toiled in their mountain peak, living in high cathedral style buildings which straddles the peak their Kaiser meets his engineers in secret. He speaks of news that will soon be made to the public. His Air-Marshalls have reported skirmishes with Mercenary Flyers from Sicilia  in the outlying regions around the Green Place. They report that Silicia has been building up forces to make a military takeover of the Green Place, this cannot be allowed to happen. He charges you, his engineers, to come up with a way to give Gothia's pilots an edge in the coming battle.

It is the year 120 After War, Turn 0

Main Thread: http://www.bay12forums.com/smf/index.php?topic=177863.0

You will make 2 designs and a single revision, each team shares the same starting tech as the other. Then the game will start proper as your first two designs are pitted against the other teams. You may design engines, weapons and aircraft. You may also revise your current aircraft.

Quote
Standard Pattern Volley Rifle: A long single barreled muzzle loading rifle favored by air-mail pilots for its reliability firing 8 special 70. lead balls with a hole drilled through them, allowing them to be loaded in back to back with a blackpowder charge in-between them, when the first charge is ignited the flash travels down the hole in the center of the ball igniting the next one allowing all 8 shots with a fire rate of 60 rounds a minute. Cheap + and Small Handheld

Standard Kite Mail-Flyer: A dual seater canvas biplane with an engine mounted in the nose, used by the air-mail service of both nations, crewed by a pilot and navigator. In combat the navigator uses a Volley Rifle kept resting in their lap during flying to attempt to shoot down enemy biplanes while the pilot maneuvers around. Decent maneuverability and speed. Cheap and Plane Sized.

Salvaged Engine: A basic engine running off of any liquid that burns, made from engines parts scavenged from the wastelands and whatever parts can be made with basic hand power tools brought up to the mountain tops from broken factories. Expensive.

10
It’s been 20 years since the Last War has ended, the final 100 year conflict between nations, or the remnants of them, the conflict that ruined the world as we know it. The history books that we’ve found speak of a war that predated the Last War, one where men of flesh sat shivering and dying in trenches for 8 long years until all the nations of the world had no men left to send to the slaughter. Wracked with revolution and ruined economies the nations settled into an uneasy peace for almost four decades, but they did not spend those years with idle hands.

Instead they worked to replace the men of flesh with the men of iron, unfeeling emotionless machines whose only purpose was to advance and destroy all in their path and advance the frontlines at the orders of their own machine leaders, with machine leaders above them and more above them, all set in place by stone faced men with cigarettes hanging between their lips as they typed lines of code into interfaces long into the dead of night. Code that would cause those machines to activate the machines under them in an infinite loop of failsafe button pushers to make sure that even in the event of the death of the high command and all living things in the nation itself the war would still be carried on to victory by the machines of war they built to fight for them.

The war they prepared for them did come eventually, the men who typed out that deadly code only living to see the first year of the war before the final pressing of the button. Across all the nations of the world huge multi engine bombers rose from underground airfields carrying their payloads of nuclear and chemical death, under them cities turning to heaps of slag and the people inside them to naught but ash. This was not noticed by the machines of war, them still having their unending orders to continue the fight and so they would do. Locked in their endless conflict for 100 long years until finally the great automated factories hidden underground ran out of resources to build new ordinance and new machines to combat with, as wires and diodes rusted away and great thinking computers breathed their last. A precious few humans survived the war, squirreled away in hidden bunkers across the land, though they arose into a world of death.

The once vibrant fields of green their ancestors who entered the bunkers a century ago spoke of now gone and replaced with an endless war zone bombed into oblivion by automated attack craft and criss crossed with thick bands of barbed wire and unexploded ordnance, the sweet fresh air replaced by a noxious yellow tinted gas that fills every corner of the earth burning lungs and any exposed skin, and the oceans made acidic to all but the aquatic machines that still patrol them even years later, drawing power from an unknown source. These few surviving humans have retreated to the great mountain peaks at the center of the continent, the elders calling them the ‘Alpinia Mountains’ and the continent they’re on ‘Europa’, drawn to it by the promise of safety from the gas and rumors of a green space still being present there. The people having arrived and setting up homes on the great mountain peaks, traveling between them in home made aircraft high above the gas, made with salvaged machinery and sheer determination.

While safer from the hazards of the lower world there are still the scars of the world here that make living dangerous.
It seems the great AI thinking machines were not idle in their century long war, having devised many tools to defeat their eternal foes. One of these being a fungus that eats through most low yield explosive compounds like smokeless gunpowder and making it defunct forcing any projectile weapons to use basic homemade propellants leading to mixed results. Another being an acidic atmosphere that eats through aluminum alloys forcing the homemade craft of the survivors to be made of canvas and wood or be large lumbering beasts made with thinly pounded steel plates covered in reson that can barely support their own weight.


These two decades later have seen the rise of a pair of powers in Alpinia. To the east stands mighty Gothia, a people who settled from the north lands, their Kaiser claiming to be the descendant of a great king of the old world. To the west is Sicilia, immigrants from a large island to the south that braved the great ocean to reach the peaks of Alpinia, run by a coalition of merchant families that go back hundreds of years before the Last War. For years they have shared the fertile valley that rests in the center of the mountain range which feeds both people, in recent months burgeoning populations and a breakdown of talks has resulted in open conflict.


This is the first time either nation has been forced to fight another person since their founding, the opening stages of the war being them ferrying troops to the mountain tops to fight over them but after pilots on both sides have begun to take lighter mail-planes out and attacking these transport craft with homemade weapons both nations leaders have pushed their craftsmen to make dedicated combat aircraft to use, this job now falls on you.


----------

The game will once again run on Sensei's dice formula.
Spoiler (click to show/hide)

I don't blame you for not doing more than a general skimming of the large opener above so I'll cover a few base points that are and aren't covered by the opener.
Quote
-The world is ruined beyond repair due to a 100 year war fought by automated machines.
-People survive on mountain tops high above cloud of noxious gas that cover the surface world. What remains of the Alps Mountain Range, or 'Alpinia' in this world, harbors the last known foliage and fertile soil to grow plants in.
-Technology has regressed from an atompunk 1960's to diesel/steampunk 1910/20's ramshackle amalgamation of whatever can be thrown together
-Chemical warfare has spawned fungus that eats explosive compounds besides very simple ones which are unstable and home made, as well as an atmosphere that eats most light metals like aluminum.
-The main form of travel is through homemade aircraft which can travel over the toxic surface world.
-Most of the engines used in the fliers are cobbled together from parts scavenged from wrecks and made using old half broken machinery.
-High quality parts for repeating arms are rare, and the use of homemade gunpowder leads to mixed results.

Both sides will share the same starting technology and will be given a pre-game turn to make 2 designs and a single revision, afterwards switching to 1 design per turn. After their design they will revise it or or another of their things, then the combat phase where I arbitrarily decide who wins or loses. Then the cycle begins again.
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Standard Pattern Volley Rifle: A long single barreled muzzle loading rifle favored by air-mail pilots for its reliability firing 8 special 70. lead balls with a hole drilled through them, allowing them to be loaded in back to back with a blackpowder charge in-between them, when the first charge is ignited the flash travels down the hole in the center of the ball igniting the next one allowing all 8 shots with a fire rate of 60 rounds a minute. Cheap + and Small Handheld

Standard Kite Mail-Flyer: A dual seater canvas biplane with an engine mounted in the nose, used by the air-mail service of both nations, crewed by a pilot and navigator. In combat the navigator uses a Volley Rifle kept resting in their lap during flying to attempt to shoot down enemy biplanes while the pilot maneuvers around. Decent maneuverability and speed. Cheap and Plane Sized.

Salvaged Engine: A basic engine running off of any liquid that burns, made from engines parts scavenged from the wastelands and whatever parts can be made with basic hand power tools brought up to the mountain tops from broken factories. Expensive.

There are 9 zones to combat over plus the two capitals, Gothia to the east and Sicilia to the west.
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1 - Rusted AI radio listening post: An old rusted bunker, the machinery long dead and used to salvage old machinery. Occasionally beeping can be heard from machinery hidden deep inside the mountain....waiting.
2- Stellar Observatory: A small mountain outpost with a large Pre-War telescope which is a center of trade.
3- Zen Monk Retreat: Weird monks live here in solitude who worship one of the gods of the old world, they sell good cheese.
4- Hole Town: A town constructed inside a weirdly large perfect circle hole through middle of mountain, theorized to have been made by a machine weapon during the war.
5- Vertical village: built by survivors the village is along the side of a mountain, popular for its hanging plant gardens and red-light district.
6- Isolated AI backup computer bunker: The interior of this bunker has long been rusted away leaving behind machinery to salvage and be re-purposed by survivors as a sprawling shanty town and gambling den, a few thinking modules are locked away behind complex locks only capable of being opened by one of the old machines.
7- Land Before Time Village: A village frozen in time from even before the Last War these people's way of life has not changed for 400 years.
8- AI hanger: full of rusted old fighter craft and automated service machines frozen in place loading ammunition into fighters guns and nuclear payloads into the bellies of great bombers, another popular spot for salvage
The Green Place: A vibrant valley in the center of the mountain range, here villagers from both nations plow rocky ground and grow the precious food that feeds both sides, if this land was to come under attack by either side there would be no turning back...

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It is the year 120 After War, Turn 0

You will join one of two teams and make 2 designs and a single revision, each team shares the same starting tech as the other. Then the game will start proper as your first two designs are pitted against the other teams. You may design engines, weapons and aircraft. You may also revise your current aircraft.

In the east stands Gothia ruled by a Kaiser said to be descendant of an Pre-War king. They control 6,7,8: http://www.bay12forums.com/smf/index.php?topic=177864.0

In the west stands Sicilia ruled by a series of merchant families for the last hundreds of years. They control 1,2,3: http://www.bay12forums.com/smf/index.php?topic=177865.0

Discord link, this should never expire: https://discord.gg/qFStVdvBYP

11
Arms Race of Souls and Steel: Republic of Sordland


The Republic of Sordland: The Sords are a tough people who’ve lived in the eastern forests and high hill country of the island of Nivea for generations, recently building their capital city of Sonderland with funding from the UCM. Supported by the United Confederation of Mercia they claim ownership over the entire island and declare their intent to liberate the subjugated people of the Grand Duchy.

Link to main thread: http://www.bay12forums.com/smf/index.php?topic=177782.msg8230173#msg8230173

The Sordish Armory is as follows:
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Hankerfield Crank Cannon: A 37mm 6 barreled crank cannon fed from a hopper, its capable of holding 12 shells ready in the hopper and has to be fed by hand and point of fire adjusted by hand with crank wheels. Capable of firing both solid shot and experimental high explosive shells it is quite reliable and jams are easy to clear by continuing to turn the crank. It is Cheap to produce
Basic Scrap Soul Engine: A simple Soul Engine capable of using Scrap souls for power. It is currently Cheap to produce
Shoddy Medium Quality Animal Soul Engine which is more powerful than the Scrap Engine but breaks down occasionally and is currently Expensive to produce.
Basic Infantry: Basic Line Infantry with single shot cartridge rifles and brightly colored uniforms. Crucial for holding the ground the mechs take.
Basic Artillery: Basic muzzle and breech loading artillery capable of firing high explosive shells. A lucky hit will knock out a weaker mech.

Souls and their uses.
Spoiler (click to show/hide)

IT IS PRE-GAME DESIGN TURN PHASE

Each team will get 1 pre-game turn to design their basic Mech and then revise it or design a new weapon to mount of their basic Mech. After the end of the second revision phase the first Deployment phase will begin. The teams will decide which of the 3 middle lanes to send their new mech force too in order to gain the advantage over the other, after this turn it will be assumed that mechs will be spread out along all fronts unless stated otherwise by the teams.

12
Arms Race of Souls and Steel: Grand Duchy of Wehland


The Grand Duchy of Wehland. The Wehls live in luxury in their capital city of Wehlburg on the west coast of their island. The Duke’s city being fed from the fertile lowlands on the north-western coast of the islands worked by peasant farmers. Backed by the Dominion the Duke claims control over the entire island as the King of Nivae and vows to bring to heel the unruly mob masquerading as a government to the east.

Link to the main thread: http://www.bay12forums.com/smf/index.php?topic=177782.msg8230173#msg8230173

The Wehls Armory is as follows:
Quote
Fabrique Francois Quick-Fire Light Support Cannon: A 50mm infantry support cannon with a shorty stubby barrel and a low velocity round. It's one-piece ammunition is easy to store and to load into the gun as the gun kicks the empty casing out of the breech every time it fires. It is capable of loading either solid shot or canister shells. It is currently Cheap to produce and Small in size.
Basic Scrap Soul Engine: A simple Soul Engine capable of using Scrap souls for power. It is currently Cheap to produce
Shoddy Medium Quality Animal Soul Engine which is more powerful than the Scrap Engine but breaks down occasionally and is currently Expensive to produce.
Basic Infantry: Basic Line Infantry with single shot cartridge rifles and brightly colored uniforms. Crucial for holding the ground the mechs take.
Basic Artillery: Basic muzzle and breech loading artillery capable of firing high explosive shells. A lucky hit will knock out a weaker mech.

Souls and their uses.
Spoiler (click to show/hide)

IT IS PRE-GAME TURN DESIGN PHASE

Each team will get 1 pre-game turn to design their basic Mech and then revise it or design a new weapon to mount of their basic Mech. After the end of the second revision phase the first Deployment phase will begin. The teams will decide which of the 3 middle lanes to send their new mech force too in order to gain the advantage over the other, after this turn it will be assumed that mechs will be spread out along all fronts unless stated otherwise by the teams.

13
Arms Race of Souls and Steel

The year is 1879 and the island of Nivea stands on a knife's edge, two powers stand pulling the puppet strings of a pair of small nations on the island preparing for a proxy war that no one would realize the long lasting effects it would have on the face of warfare forever.

The island of Nivea: The island of Nivea has long been the focus point between the two major powers that encompass the inland Sondish Sea, the island itself being in the center of the only straight that allows ships to sail out of the Sondish Sea and into the wider ocean. Both the United Confederation of Mercia and the Francois Dominion have long fought over hegemony of the island and it’s vital location in global trade. The only people to remain out of their control being the Free City of Andgrez being the largest trading port on the southern shore of the island, though with recent military posturing from both sides they might not stay independent for long.

After the re-balancing of power on the continent after the War of the Great Alliance and the Congress of Nations was founded neither nation could afford to directly fight over the island anymore without risking the ire of the greater powers. Thus they began to fund a pair of small groups on the island and have spent the last 40 years clandestinely funding these groups and building them into a nation to serve as a puppet government in control of the island. Recently with the invention of the Soul Engine and the capability to build armored war machines these bring has caused each to ship supplies and materials for each nation to construct the superweapons in secret.

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Quote
The Republic of Sordland: The Sords are a tough people who’ve lived in the eastern forests and high hill country of the island of Nivea for generations, recently building their capital city of Sonderland with funding from the UCM. Supported by the United Confederation of Mercia they claim ownership over the entire island and declare their intent to liberate the subjugated people of the Grand Duchy.

Quote
The Grand Duchy of Wehland. The Wehls live in luxury in their capital city of Wehlburg on the west coast of their island. The Duke’s city being fed from the fertile lowlands on the north-western coast of the islands worked by peasant farmers. Backed by the Dominion the Duke claims control over the entire island as the King of Nivae and vows to bring to heel the unruly mob masquerading as a government to the east.

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There will be four phases: Design, Revision, Deployment and Battle. All of them are what the name implies, though the Deployment phase is special. If you design a new mech or mech armament, or make a major mech/armament revision you can choose which of the combat sectors these new and improved toys will be shipped too first giving your men the extra edge in combat but only for that turn.

I'll be using a version of Sensei's 2d4 dice table for this AR when it comes to mech designs. Designs will increase in cost depending on the type and number of souls used in it's construction, plus how mechanically complex the base mech body is to begin with. You'll also be designing the weapons used by the mechs too.
Spoiler (click to show/hide)

I'm sure you're all wondering what these 'Soul Engines' are? Well I'll explain it to you.

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Soul Engines: They are man sized tubes of steel covered in sealing runes with an internal Stirling Engine connected to the Walker’s electrical systems. Runemasters spend a day or more carving the containment runes onto it’s surface to keep the powerful soul inside of it contained and connected to the Stirling Engine.

When Soul Engines become too weak to power the larger walkers you will no doubt design in the future that's where the Magnus Engine steps in.

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Magnus Engines: The integration of the living and the dead. Using a runic interface that not even the runemasters themselves fully understand one can have an Imperfect or Perfect Human Soul use ‘Phantom Limbs’ to move the many hydraulic limbs of the mechs. While a ‘Driver’ to direct the soul will still be needed alongside crew to fire and reload the weapons the main movement of the mech can be left to the soul’s otherworldly power instead of purely mechanical grit.

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Now, how about these soul thingies you've been hearing of? Well they come graded by their quality, I've slapped together a handy little chart for the types of souls and their general uses and power capabilities. You're not limited to a single soul per mech but the more souls there are the more expensive the mech will be.
Spoiler (click to show/hide)

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Both teams will have a basic mech weapon imported from their respective sponsor nations and the capability of designing a base chassis for these weapons. Your nations armies will advance and keep with the times introducing new and more creative ways to kill eachother, and soon new ways to deal with the mechs besides blind shelling.

The Sordish Armory is as follows:
Quote
Hankerfield Crank Cannon: A 37mm 6 barreled crank cannon fed from a hopper, its capable of holding 12 shells ready in the hopper and has to be fed by hand and point of fire adjusted by hand with crank wheels. Capable of firing both solid shot and experimental high explosive shells it is quite reliable and jams are easy to clear by continuing to turn the crank. It is Cheap to produce and Small in size.
Basic Scrap Soul Engine: A simple Soul Engine capable of using Scrap souls for power. It is currently Cheap to produce
Shoddy Medium Quality Animal Soul Engine which is more powerful than the Scrap Engine but breaks down occasionally and is currently Expensive to produce.
Basic Infantry: Basic Line Infantry with single shot cartridge rifles and brightly colored uniforms. Crucial for holding the ground the mechs take.
Basic Artillery: Basic muzzle and breech loading artillery capable of firing high explosive shells. A lucky hit will knock out a weaker mech.

The Wehls Armory is as follows:
Quote
Fabrique Francois Quick-Fire Light Support Cannon: A 50mm infantry support cannon with a shorty stubby barrel and a low velocity round. It's one-piece ammunition is easy to store and to load into the gun as the gun kicks the empty casing out of the breech every time it fires. It is capable of loading either solid shot or canister shells. It is currently Cheap to produce and Small in size.
Basic Scrap Soul Engine: A simple Soul Engine capable of using Scrap souls for power. It is currently Cheap to produce
Shoddy Medium Quality Animal Soul Engine which is more powerful than the Scrap Engine but breaks down occasionally and is currently Expensive to produce.
Basic Infantry: Basic Line Infantry with single shot cartridge rifles and brightly colored uniforms. Crucial for holding the ground the mechs take.
Basic Artillery: Basic muzzle and breech loading artillery capable of firing high explosive shells. A lucky hit will knock out a weaker mech.

Mechs will be designed with 4 hard point types for weapons. Small, Medium, Large and Very Large. You may put at most mounts on a mech as two 'arm' mounts, though adding more will increase cost and complexity. Plus you must have a semi-plausibly designed chassis to mount a large number of weapons.

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https://discord.gg/XtCzjxWz You can find the discord here. If this fails tell me and I'll fix it.
http://www.bay12forums.com/smf/index.php?topic=177784.0 Republic of Sordland Thread
http://www.bay12forums.com/smf/index.php?topic=177783.0 Grand Duchy of Wehland Thread

IT IS PRE-GAME TURN DESIGN PHASE

Each team will get 1 pre-game turn to design their basic Mech and then revise it or design a new weapon to mount of their basic Mech. After the end of the second revision phase the first Deployment phase will begin. The teams will decide which of the 3 middle lanes to send their new mech force too in order to gain the advantage over the other, after this turn it will be assumed that mechs will be spread out along all fronts unless stated otherwise by the teams.

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