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Messages - NUKE9.13

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Forum Games and Roleplaying / Re: Chiaroscuro 2
« on: August 15, 2022, 02:18:01 pm »
EVENT - The Chronicler
Tattered books bulging from a sack on her back. Ink-stained fingers. A broad brimmed hat (not pointy), and robes more patch than original material. A "Chronicler", she calls herself.
She rode her little cart into your headquarters as if it were the most natural thing in the world, and the guards were too bewildered to stop her. She promises to leave soon- she's just here to get some fresh perspectives on the war. For the Chronicler believes that no one point of view can ever be perfect. Two people on opposite sides of a wall may claim the wall is different colours, and they may both be correct- the wall may be painted blue on one side and red on the other. To insist that the wall is of a single hue would be to deny its true nature. So it is that she seeks to interview cultists, so she might come closer to a true recording of the ongoing conflict. To compensate you for this distraction, she offers a tome or two from her vast collection.


It's a writing contest! But not a writing quality contest. The Chronicler doesn't care about the state of your penmanship or spelling- so long as it is readable. The subject is any event that has taken place so far- not necessarily something I've written about, but anything that could have reasonably taken place. The primary goals are an interesting perspective, and an entertaining concept.
Interesting perspective means something not written from the perspective of an overhead narrator. It doesn't have to be from a cultist's perspective- it could be a hapless mortal who stumbled across an eldritch battlefield, a would-be convert musing over the strange people he has met recently, or even the perspective of a non-human entity. So long as it offers a fresh take on the events so far.
Entertaining concept means that the piece should paint a fun picture- not a dry description of combat, but perhaps an exciting duel between two cultists. Or a humorous mixup in an influence interaction. Or an emotional tale from the Angelic/Demonic headquarters. I dunno, whatever.
Again, the writing quality is not important- a thousand words of such wondrous wit and wordplay as to make Wobbleglaive envious won't do better than a hundred messy words that provide the same details (in fact, if you're over 500 words, probably pare it down).

At stake are two prizes:
-Both teams can win a Tome Token, provided they submit at least one piece that is somewhat interesting and entertaining.
-The best piece wins the dubious honour of being made canon (no mechanical effect, but you can brag about it), and a Mystery Prize for the author's team.

Everyone can and should submit an entry. Feel free to workshop them in the team threads or on Discord, but the finished product should be posted in this thread. You have until shortly before the next BR is posted to do so.



The More You Know
What fresh hell hath the eldritch forces unleashed upon us this month? Well, let's take a closer look:

Angelic Advances
"Antequam alios mutes, te ipsum muta."
Turns out, when experimenting with highly experimental medication made with volatile Truesilver, using it on yourself before testing it... can have unintended side effects. The Good Doctor is what happens when an ailing physician with a burning desire to kill vampires injects herself with an experimental rejuvenating tonic made using Truesilver. Her skin and hair turn porcelain white, her eyes obtain an eerie red glow, and she gains the ability to consume the vital essence of her foes to empower herself. Yes, technically that means she drinks blood for nourishment... but that doesn't mean she's a vampire! I swear!
She is supernaturally strong, fast, and agile. Her sword (named Moonlight) was made using steel alloyed with the remaining Truesilver extract, and is incredibly sharp, can be used to enhance the Good Doctor's vitality-absorbing ability, and is extra harmful to monsters. She has a serrated 'swordbreaker' knife, though it is made of regular steel, with only modest efficacy-bolstering enchantments. She does not wear special armour, although in combat she has a bandolier with which to carry Bottled Sunlight.
Notably, while the procedure robbed her of her medication-concocting abilities, she retains her surgical skills. These can be employed off the battlefield to save lives, but are more commonly employed to give the Good Doctor's strikes literal surgical precision, allowing her to deliver blows with exactly the right amount of force to exactly the right area. This is reinforced by an ability to sense weaknesses in her foes, knowledge which she can share with those around her. This same ability ties into her uncanny tracking skill. 

The glowing gelatinous giants are known as Liquid Light Elementals. Their core is actually a cherub (a lesser angel, made of pure Good but not as versatile or intelligent as Muu), possessed of a burning desire to spread the light of Good to the world. Which is great, but it does mean they refuse to dim themselves, even if it means burning through their entire mass in under 24 hours. Thus, the core must be transported separately from the large quantity of Liquid Sunlight that forms their body.
Their appearance was described above. To recap: twice as tall as a human when fully upright (though they tend to 'crouch' when fighting, so as to have a lower centre of gravity), walk around on 8 big tentacle-limbs. Strong, and fairly resilient to some types of damage, but not quite as sturdy as their large size might suggest.
A second Liquid Sunlight manufactory was established to supply them.

Corals of Community is a very appealing piece of aquatic decor- changing shape and colour over time, and capable of surviving in almost any type of water. It comes with a price tag that is just high enough to suggest it is valuable, while being just low enough that it can be bought on impulse. For Muu, the stuff is dirt cheap- she made the initial batch manually, but was able to seed it in the waters around Tendril Village, where it grows quickly in the Good-tainted water.
Being around the Coral is mesmerising, instilling (or reinforcing) a desire to do Good and form (or join) a community. It also renders the mesmerised mind susceptible to suggestions from angelic agents- it isn't full-on mind control, but it makes the affected more likely to hear out a missionary's pitch, or help them out in small ways.

Very concerned with the danger posed by Masters of Rites, Muu resolved to pay Gadfly Funeral Expenses. The actual cost, compared to the cult's budget, is insignificant, and the gathering is not only safe from demonic sabotage, it also provides an opportunity for angelic agents to work on people who have recently been shaken by the Gadfly's death. To top it off, the lingering spirit of the Gadfly reinforces (or instils) the effect of witnessing their death on those in attendance.

Ymis Frequency Stabilization does what it says on the tin. It fixes the interference between magically and physically attuned Ymis wards, allowing them to be layered safely. This is helpful both for protecting high-value targets (as combining the two attuned versions is more effective than applying two unattuned wards), and in allowing casters to quickly switch from casting one type to the other without worrying about causing dangerous feedback.
 

Demonic Developments
There are some things that money can't buy, they say. One might expect there to be a corollary- there are some things that a thief cannot steal. However, that is not correct. The Impossible Thief can steal anything. Sure, he can steal gold and silver. He can steal well-guarded treasures. But he can also steal spells, thoughts, emotions, concepts- anything. It might not always be practical to do so; more challenging thefts take more effort, and the Thief is only one man. But as the Thief says: "Give me a lever and a place to stand, and I will steal the world. Also the lever. And the place to stand."
Once an ordinary (if highly skilled and daring) thief, the would-be Impossible Thief heard about Nar-Carok's cult through the grapevine. Scorned by demonic missionaries due to his intensely irritating personality, he opted to take matters into his own hands and took a look in their treasury, where he found the "Glove of the Impossible"; a glove woven of metal thread made from the Broken Shackle of Jilganheim. Naturally, he stole it. Nar-Carok subsequently had no choice but to accept his service, since getting the glove back through force was unsuccessful.
Some of the things the Thief steals disappear forever- consumed by the Glove as fuel. Others are put to use to further the demonic cause in the area the Thief is operating in. Others still appear in a vault in the Buried City- providing the cult with a modest amount of wealth (in the form of stolen valuables), as well as intellectual property that can be used to further research.
Notably, the Thief can steal vital organs from a living body... but refuses to use his power in such a crude fashion. He's not above murder when it suits him, but his first love is theft, and he's so good at it (and running away if things do go wrong) that he rarely needs to kill people.

The lightning spell that did heavy lifting in combat this month is known as Agony of the Soul. It is an Uncommon spell (thus not usable by Acolytes) which packs a lot more punch than Magic Missile, and (as witnessed) will chain from the initial target to nearby ones (with a bias towards Good-aligned targets), losing power with each jump, until it fails to overcome a victim's magic resistance. The lower magic resistance of (for instance) Sea Servants means it will chain across more of them, while those with higher resistance may not pass it on at all.
The more interesting aspect relies on integration with the Soul Gems used by Soul Magi. When empowered by a Soul Gem, Agony deals four times as much damage (a cultist or Sea Servant who takes the initial hit is disintegrated, and it chains for much longer), but also exploits the agony of the trapped souls (hence the name) as they are ripped apart to fuel the spell; their tortured wailing emanates from the point of impact, fraying the soul of those in the vicinity. Soul-less beings (like demons, angels, cherubs, simple magical beings, etc) are completely unaffected by this. Mortals suffer morale loss. Ghosts would suffer direct damage. And Sea Servants... well, the fragile connection between their bodies and the gestalt soul that drives them is frayed, sometimes breaking.

I must constantly fight the urge to write Hatoful Bowfriend when writing out Hateful Bowmen. Their bows are enchanted with hate-filled soul-fragments (of which the Buried City is not in short supply), making them stronger and giving arrows a slight tendency to course-correct towards hated (ie Good) targets. The hatred also flows into the wielder, driving them to fire faster (at the expense of over-exerting themselves). The enchanting process increases the cost somewhat, as does the training needed to wield them, so they are fielded in slightly lower numbers.

The Vampire Lord acquired some new bling- the Gem of the Daywalker, a variant of the Soul Gems used by Soul Magi. It allows him to absorb the souls of his victims (or allies), charging the gem with power, that can be spent to mitigate weaknesses. Although it is not perfect, it allows him to operate at 80% of his midnight strength at midday, though it would not be feasible to have it active all the time. He can also manually extract an extra boost of energy- useful if he needs a burst of speed to escape a homicidal albino doctor, for instance-, though this drains the gem very quickly.

Masters of Rites received an upgrade in the form of New Age Recovery Centers And Rehabilitation Of Kin. A very normal name, that aptly describes the acquisition and refurbishment (at some expense) of a number of facilities throughout Thpenos and Xyrania to serve as 'Recovery Centres'- where, as seen, those struggling to deal with the death of a loved one are offered counselling... which is actually an opportunity for the Masters to apply more intensive manipulation, turning their 'patients' into unwitting pawns.



Spoiler: Angelic Equipment (click to show/hide)

Spoiler: Demonic Equipment (click to show/hide)

Spoiler: Map (click to show/hide)



Edit: A question from Discord:
Quote
Jaclyn (Quarque) — Today at 11:52 AM
ok, my main question is, how many difficulty levels can you expect to jump when you take a design from uncommon to rare or vice versa
NUKE9.13 — Today at 11:58 AM
Right. Well, it depends. Some designs just don't make sense in lower rarities, so trying to force them to be more common is going to result in a big spike in difficulty. Like, if you try to make a Common house-sized dragon, you're going to have a bad time. If you deliberately make a design a level rarer than its 'natural' level, you're looking at a 1 to 2 point decrease in difficulty (closer to 1, usually). If you try to make a Common design Rare, though, you'll hit diminishing returns.

617
Forum Games and Roleplaying / Re: Chiaroscuro 2
« on: August 15, 2022, 02:17:02 pm »
Turn 3 - Early Summer
TURNTURNTURN
An old man brushes the dirt and dust from his hands, and wipes the sweat from his brow. He sits down against the trunk of a large oak, watching the branches sway.
A small group of younger folk stand a respectable distance.
“Master, are we always bound by fate? Can no one overturn their destiny?”, one asks.
The old man takes a moment to respond.
“Some fates are fickle as the wind, but there are others that not even a god can break.”




Western Protectorate - Vast Steppe
Upon this sea of grass, angelic cavalry remains without significant challenge. The demonic army is continually harassed by Drakegulls, slowing their progress and sapping their strength. Their rivals are also slower than before- held back by slow-moving carts bearing massive barrels. This allows the demonic army to prepare for combat slightly more effectively than last month- though they are still undoubtedly disadvantaged by their inability to decide when and where to do battle.

An angelic cultist puts on a pair of thick leather gloves. They look over to a pair of cultists by the barrel, one of which gives a nod. They carefully unlatch the crate, and crack open the lid. Light pours out, though the relief on bystanders' faces indicates the light is not as bright as they feared. The source of the light- a reddish-gold orb about the size of a human head- is lifted from its padded recess, and carried over to the barrel. The cultist on top reaches down, takes the orb in their (likewise gloved) hands, and inserts it into the box integrated into the lid. The box is closed, then a lever is pulled. There is a faint splash as the orb drops into the barrel.
Not much happens at first. The cultists wait anxiously, as around them the rest of the army prepares for battle. After a while, the barrel begins to shudder- gently at first, growing stronger over time. Then, finally, the shaking stops. The cultists proceed to unlatch the barrel's rather large lid. As soon as the metal bands holding it in place are loosened, the lid is hurled into the air. A gelatinous being (the reddish-gold orb suspended within) rises from the barrel, dazzling the cultists with its brilliant light, scattering droplets of Liquid Sunlight as it moves. It clambers out, standing almost twice the height of a human on eight limbs, and is directed to the front lines. The entire process took some fifteen minutes, during which the remainder of the army has formed up for battle- in much the same formation as last month, now joined by thirty of the shining masses of ambulant liquid.
Across the field, their demonic rivals are not sure why the angelic army is taking longer than usual to prepare for battle, but are not going to complain about the extra time to steel themselves for combat- being bedraggled by constant harassment, and forced into battle, every minute of rest helps. Eventually the angelic forces make a move, and battle begins. The demonic formation appears mostly the same as last month- although archers are present in a lower ratio, but wield new bows that have a faint dark aura about them.

These bows immediately prove their worth, as they boast a slightly increased range, allowing the demonic archers to launch the first volley. While angelic acolytes manage to throw up Ymis wards to block some of the arrows, a fair number get through thanks to the unexpected nature of the initial volley. The angelic archers reach firing range soon after, partially blocked by Novice wards on the demonic side. Ymis is more effective at blocking arrows, but in addition to a slightly extended range, the demonic archers fire at a slightly higher pace, with slightly more force, and their arrows have a slight tendency to veer in midair to strike targets they might otherwise miss. While no aspect is drastically improved, the combination of small improvements makes up for the lower numbers, and evens out the advantage provided by Ymis wards, making the archery duel roughly a wash.
As magic missile range is entered, a notable improvement to Ymis wards emerges, as some angelic acolytes transition from casting the version tuned to blocking physical damage to the one tuned to block magical damage. Previously this would cause interference, but now they are able to layer the physical and magical wards, providing more comprehensive protection to high value targets- such as the glowing goliaths, whose bulk and visibility make them a tempting target for archer and caster alike.
However, there are magical advances on the demonic side as well. While most demonic acolytes focus on wards, with only a few transitioning to throwing magic missiles, the bandaged Soul Magi each begin to cast a new spell. A ball of sparks coalesces in their hand, and is then launched forwards much like a regular magic missile. When it hits, the target is engulfed in lightning, making blackened husks of cultist and Sea Servant alike. Worse, the lightning then jumps from the initial target to another nearby, losing some intensity, but still causing lethal damage. This process is repeated several times- more often in the case of Sea Servants, killing six or seven and leaving a few more staggered, while in the case of cultists it 'merely' kills two or three (and leaves a few more staggered).
The luminescent lumberers are in most cases protected by magic-tuned Ymis, which significantly reduces the strength of the spark-balls (although the ward usually shatters as a result). In the case of an unprotected giant, a direct hit often results in their demise, as the lightning penetrates through their liquid forms to destroy the core within (the body subsequently loses cohesion, drenching the surroundings in Liquid Sunlight). If the victim of lightning jumping from a previous target, the giants usually survive, though a portion of their liquid burns off as a result, reducing their size.
As angelic acolytes transition more to magic-tuned Ymis to protect against Nar-Carok's new spell, more arrows make their way to their target unblocked, and between them the angelic army suffers markedly more ranged damage than their rivals. The melee troops pick up the pace, hoping to close the distance before being whittled down too far.

Bottled Sunlight is thrown shortly before contact, causing some minor disruption. The ambulant entities of Liquid Sunlight cause greater disruption- their ponderous charge, while slow, is backed up by a lot of mass, and they are able to use a number of limbs as blunt-force weapons (while using the rest to move). The impact is considerable, especially when combined with the corrosive effect it has on Evil-aligned flesh, fur, and bone.
The demonic centre is especially hard-hit; a single sweep of a gelatinous limb is enough to send half a dozen Ratmen fleeing with broken bones and burnt fur, and the diminutive rodentfolk can do little to fight back- their short weapons have little hope of striking the core ensconced within the body. While they can cut off small pieces of the limbs or torso, this is a very slow means of depleting the mass, and results in a disorienting flash as the severed piece burns up. Skitterpriests do what they can to mitigate the spreading panic, but cannot prevent the Ratmen from being quickly pushed back.
The demonic left has a few Rememberers on it this month, who eagerly counter-charge the glowing giants. Their glaives and axes are better suited for cleaving through the body to strike the core within, but they are more vulnerable to the Liquid Sunlight than cultists or Ratmen. By the time cultists join the fray, a dozen Remeberers have fallen, as have two of the liquid lumberers (while others have taken a beating). Thanks to the ranged advantage they enjoy, the demonic side is able to push their opponents back slowly, with most of the giants surrounded and slain.
On the demonic right, Recallers are first to make contact with the shining stampede. They charge ahead, aiming straight for the highest concentration of hated Good- dodging the ponderous swings of the limbs, they leap directly into the torso, where they immediately explode. This causes a blinding flash, destroying (or scattering) most of the Liquid Sunlight. Although the core is not always destroyed by this, the depletion of mass leaves the survivors easy prey for the Remeberers who follow. One Recaller lags behind a little, and detonates within the ranks of angelic spears, lacking a giant to target.

Sea Servants and cultist spears join the giants in pushing the Ratmen back- and victory seems just around the corner. Unfortunately, the new lightning-spell used by the Soul Magi can be fired into the midst of a chaotic melee- even if it hits a Ratman, subsequent jumps usually (but not always) target Good-aligned individuals. This buys enough time for demonic spearmen from the reserves to shore up the centre. This, in turn, allows the Skitterpriests to restore a semblance of order to their craven brethren, sending them back to the fight. The gelatinous giants begin to fall to the combination of lightning, chip damage, and spears piercing through to their cores.
However, there is another factor at play. Unnoticed, except perhaps by the most eagle-eyed observer (who wouldn't share the information so as to improve the dramatic narrative), the angelic side has been using more magic than their number of acolytes would suggest. The source of these excess spells is now revealed- Muu reveals herself, and wades into the melee. Her tentacular limbs scythe through the mass of Ratmen and cultists, imbued with the corrosive effects of Liquid Sunlight. Several Soul Magi notice her distinctive red and blue form, and take the initiative to prioritise targeting her with spells, but she is able to dual-cast both Ymis variants (at greater strength than an acolyte), providing excellent protection against all manner of attack. Her presence emboldens her cultists, and empowers the Sea Servants pushing into the centre. Within moments of her appearance, the demonic line is on the verge of breaking.
Things are less rosy for the angelic army on the flanks. On their right (demonic left), they are steadily pushed back- while most of the Remeberers on this flank were slain fighting the giants, the giants were the first to fall, and the surviving skeletons (backed up by cultists) carve into the angelic formation. On their left (demonic right), despite most of the impact of Recallers being absorbed by the giants, the angelic spears cannot withstand the charge of the Remeberers.

Not to be forgotten, the Drakegull cavalry now charge in from the sides. The new demonic archers combined with the new demonic lightning thin out their numbers before impact (the lightning reliably kills one, rarely two gulls at a time), but with most of the reserve spears being sent to shore up the centre, the impact is still devastating. Now, surely, the battle is over? Well, no. The Soul Magi have one last trick up their sleeves. Their Soul Gems have accumulated power, and now it is unleashed. The lightning that results is, obviously, more powerful, killing several gulls before fizzling out- but that's not all. Upon impact, an inaudible wail of agony emanates across the field- inaudible, yet deafening: the 'sound' of tortured souls being ripped apart. The 'thunder' that accompanies the lightning causes fear and disarray in all around the targeted Drakegull- more so in angelic forces, although the demonic forces are not immune.
The simple minds of the Drakegulls are driven to panic, their shaken riders unable to prevent them from fleeing haphazardly. While they eventually calm down, the disruption cost them, both in time and lives, as many panicking gulls were slain by arrow or magic.
The Soul Magi targeting Muu also unleash the power in their Gems. The empowered spark-balls shatter her wards, and she is engulfed in lightning several times in short succession. The staggered waves of 'thunder' emanating from her position (combined with seeing their leader suffer such a devastating assault) causes the angelic cultists in the centre to waver- and, more notably, causes many of the Sea Servants to just... stop, falling to the ground like puppets with their strings cut. The demonic forces in the centre are emboldened, and make another attempt to push their rivals back.

However, when the dust settles, Muu turns out to be still standing. Charred, perhaps, but still able to fight on. While she may or may not be able to resist a second empowered volley, the demonic forces will not get a chance to find out. She rallies her forces and strikes out at the demonic troops who had barely recovered their resolve. Ratmen flee in ever greater numbers. When the Drakegulls regroup and charge a second time, the hammer-on-anvil effect results in the demonic rear breaking. The demonic left sees the way the wind is blowing, and beats a hasty retreat also. The demonic right, despite doing quite well at carving through the angelic left, cannot stand without support, and breaks off.
As before, Drakegulls are too focused on feeding on the dead and dying to effectively chase down routing units- besides, they have suffered significant losses themselves to ranged attacks. The angelic infantry has not come out unscathed, although the Sea Servants who collapsed as a result of the 'thunder' recover after a while. The luminescent lumberers are almost all slain, and those handful still standing are just left behind (they eventually fizzle out over the course of a day). By the time the angelic army is ready to mount a pursuit, their rivals have managed to regroup to some extent, and once again the angelic army cannot advance recklessly.

More powerful magic on the demonic side did serve to balance out the cavalry advantage, to some extent. However, the glowing giants- while not the most effective combatants- provided an initial shock that was hard for the demonic centre to recover from, which combined with Muu's personal presence sealed the fate of Nar-Carok's minions.

The Angelic Army pushes the front line in the Western Protectorate by 2 segments, bringing their control of the Vast Steppe to 6/8. They receive 1 Wealth Token.
Or they would- but when the chests supposedly containing their spoils are opened back in the Twisting Isles, all that is inside is a note: "Your debt is paid"




Chegitha - Rolling Hills
A woman sits alone in the angelic camp. A brief glance might confuse her for just another cultist- a very brief glance, in the dark, while drunk. Even the slightest bit of closer observation would quickly realise that her skin is unnaturally pale, and that the eyes beneath her broad-brimmed hat have a distinctly red glow that belies any claim to normalcy. She methodically draws a whetstone over her sword- a completely pointless affectation, as it clearly is as sharp as it can possibly get.
The night is silent, but for the occasional snore, the rustling of the wind in the trees, and the shuffling of sentries. A faint noise in the distance is no cause for alarm- any number of normal sources could create it. Yet the woman snaps to attention, whetstone tossed aside- listening intently. Another, almost imperceptible sound reaches her ears, and she leaps to her feet, and sprints off, silent as the grave.
Elsewhere in the angelic camp, about thirty seconds earlier, a sentry is on the verge of falling asleep. Despite reports of Drakegull patrols being ambushed the past few days, the camp itself has gone unmolested, and he had traded shifts with a friend in exchange for an extra portion of dried fish- which he now regrets, as his eyes grow heavy, and the glow of the Bottled Sunlight is barely enough to keep him from drifting off. His eyes close for just a moment, before the sentry beside him shakes him awake again, admonishing him for his recklessness. He mumbles an apology- which his companion never hears, as a figure materialises into view and snaps their neck, the faint crack barely audible. Startled awake, the sentry has no time to shout for help before a clawed hand grabs his neck, choking him, and the intruder's other hand is held before his face. He has a few moments of consciousness left, during which the gemstone worn around his attacker's neck attains a malevolent glow as his own life fades away.
The Vampire Lord drops the lifeless husk to the ground, the sound of which is, again, barely audible above the background susurrus. Stepping out of the light of the Bottled Sunlight, the drain to his new accessory is reduced, and he stalks deeper into the camp, ready to cause havoc amongst the unprepared inhabitants. However, he has not reached the first tent before a pale figure lunges out of the darkness, gleaming sword aimed precisely at his heart. Had he reacted a split second slower, he might've been impaled right then and there; as is, he 'blocks' the blade with his own arm. The clearly supernatural blade cuts through his flesh like a knife enchanted to kill monsters through a pack of undead butter, but his assailant was apparently not expecting him to block, so the cut is not as deep as it could be. He leaps back before the knife in the attackers' other hand can be brought to bear, and quickly draws more power from his gemstone- not to fight back, but to run, as he has no interest in fighting someone who can track him in the dark, and has a sword that causes unnatural amounts of damage to him.
The pale woman chases her quarry, but he is slightly faster than her, and manages to keep ahead of her until reaching a copse of trees outside the camp. There, four thralls throw themselves at her. Their comparatively clumsy sword strikes are easily parried, and she dispatches them with a single strike each- but in those brief moments, the Vampire Lord has already drained the life from a fifth thrall, and has resumed his flight. She considers further pursuit, but opts not to leave the camp undefended. She drains the vitality from one of the thralls to restore her own strength, and returns to her post to resume her vigil.

Turns out a Champion whose driving purpose is to hunt a specific Champion is going to do well when paired up against them! What a surprise.

The Vampire Lord's injuries relieve the pressure on the Drakegulls patrolling the area, forcing the demonic army to go on the attack- as whilst the gulls are not as devastating here as in the open steppe, they are still more than capable of taking out foraging parties and scouts, whittling away at demonic strength. The angelic army, meanwhile, is lacking the mobility to stay ahead of their rivals for an extended period, as the crude barrel-bearing carts slow them down here as well. Thus they opt to occupy a hilltop, and prepare to face their rival's assault. It is, by necessity, not the steepest hill in the region, as their carts need to be able to ascend it.
In terms of disposition and formation, the forces on both sides are again similar to those found in the steppe. The demonic army advances up the gentlest side of the hill. Seeing them approach, the angelic army has time enough to deploy the glowing gelatinous giants from their massive barrels, and after a brief pause- during which it becomes clear the angels are not about to abandon their advantageous positions-, the demonic army makes the first move.

The new demonic archers, with their slightly improved range, are actually matched by the angelic archers, whose elevated position gives them improved range as well. Wards are deployed on both sides, with Ymis obviously more effective at blocking arrows. The new demonic archers' arrows greater impact (in rate of fire, force, and accuracy) is thus largely mitigated. It is, however, unclear to forces on the ground who is getting the upper hand in the archery exchange- and both sides appear content to stay put and swap arrows for a while. With archers at the forefront of both formations, they suffer most (though not all) of the losses.
This continues for a fairly long time, inconclusively. Numbers are whittled down on both sides. There are some instances of angelic troops using Bottled Sunlight to heal minor injuries, but it doesn't make a major difference to the outcome. Eventually, it is the demonic side that blinks first. Their archers begin to tire- though hatred still burns in their eyes, and they remain as driven as ever, the stress on their body builds up, and their rate of fire begins to decline. While the archers continue to fire, the rest of the demonic army advances.
As it turns out, the lengthy archery exchange benefited the Soul Magi, as their Soul Gems have been filled up already, allowing them to immediately launch an empowered volley of their new lightning spell (on entering magic missile range). Lightning cascades through the angelic ranks, felling many, and the 'thunder' causes swathes of Sea Servants to collapse, and angelic cultists to panic. The glowing giants, while unaffected by the 'thunder', fall victim to the empowered lightning, despite the protection of Ymis wards. The devastation wrought encourages the angelic army to abandon their passive stance, and they quickly advance down the hillside before being obliterated by more lightning.

Unfortunately for the angelic forces, their formation is not in the best of shapes- with sections of the Sea Servant ranks (temporarily) disabled, and morale shaken, their charge is poorly coordinated. While the giants are quite impactful following a downhill charge, causing the Ratmen centre of the demonic line to buckle considerably under their assault, their infantry backup is lacking, rendering them vulnerable to demonic spearmen and skeletal glaives/axes.
Drakegull cavalry, while also suffering losses to ranged attacks, pose a significant threat to the demonic rear. They charge in from the flanks, and cause chaos- but on both sides, forces move to deal with them. On the demonic right, the Vampire Lord and his entourage of Thralls rush to counter the avian menace. His new gemstone allows the Vampire Lord to move with most of his nocturnal speed, allowing him to quickly strike crippling blows on a gull or its rider, while his Thralls follow behind with spears in hand to finish the job. On the demonic left, Nar-Carok unveils himself, rallying his forces as he cleaves into gulls with glaive and lightning- while he cannot drive them back single-handedly, his impact is considerable, and his presence bolsters the morale of his underlings, driving them to push the birds back.
While the Vampire Lord is engaged in fighting gulls, a singular angelic warrior carves her way through the demonic ranks, headed straight for him. This time, he notices her approach before she reaches him, and pulls back behind his thralls and a group of cultist spears. While the pale warrior is unmatched in melee, and is able to heal her injuries by draining the blood from those she slays, she is not immune to ranged attack. While she is occupied with killing spearmen one at a time, the Vampire Lord orders archers and Soul Magi to prioritise her. As arrows and lightning rain down around her, she is eventually forced to retreat, while the Vampire Lord taunts his retreating rival (safely, from behind a wall of minions). Her intervention did at least distract the Vampire Lord sufficiently for the Drakegulls to reorganise for a second charge from a different angle.

With the impact of cavalry thus partially mitigated, the battle is firmly in Nar-Carok's favour. The glowing giants in the centre gradually fall to lightning, arrows, and spears from the reserves, enabling Skitterpriests to return their brethren to the fight, which begins to overwhelm the ragged angelic formation.
However, the Sea Servants previously 'stunned' by 'thunder' begin to recover, and their return to combat offers a reprieve to the beleaguered angelic soldiers. It is not a long-lasting reprieve, however, as soon after, the soul-sucking regalia of the Soul Magi are once again topped up, and another round of empowered lightning is launched. As before, this causes many losses, many stunned Sea Servants, and- most crucially- a significant shaking of angelic resolve. Though they are not defeated yet, some angelic cultists begin to retreat, and the knock-on effect of seeing comrades flee soon cascades into a general rout. The pale paragon (who has single-handedly cut down dozens of foes by this point) is unable to rally her allies, and is forced to pull back herself, lest she becomes surrounded and overwhelmed.
The Sea Servants tie down the demonic forces for a while longer, while Drakegulls screen the retreat, but the battle is lost. The demonic army, after mopping up, advances confidently (though not recklessly, given the Drakegulls are still at large) towards the Fjords once more.

Though the new angelic Champion was able to significantly reduce the impact of the Vampire Lord, her monster-slaying expertise was somewhat wasted on demonic cultists and Ratmen, and she was unable to outmatch the Vamp and Nar-Carok combined. Without the presence of the Champions, the battle may have gone differently, although the novel demonic spell's morale-shaking ability and the improved demonic archers would've been difficult for the angelic army to deal with regardless.

The Demonic Army pushes the front line in the Chegitha by 2 segments, bringing their control of the Rolling Hills to 8/8. They receive 1 Wealth Token. Next turn's combat will take place in the Sheltered Fjords.
   


(Reminder that the influence lanes have a slight random aspect, as mortals engage in their own activities that may help or hinder infiltration efforts)

Thpenos
Gridlocked Polis
Breaking news! The Thpenian Senate managed to agree on something! Namely... a pay raise for all senators!
This is not as well-received as the senators may have hoped. Spontaneous protests erupt, though they generally stay peaceful, and after a few weeks things blow over.

"All the world's a stage, and men and women merely players", it is written. Specifically, it was written by the famous playwright-philosopher Wobbleglaive, and is the first line in The Complete Works of Wobbleglaive (first edition), a Thpenian national treasure. It used to be kept in the National Treasury, a building guarded 24 hours a day by three-hundred phalangites. It has now vanished. To steal such a priceless artifact, from such a well-secured location, was described by a Thpenian senator as "literally impossible", two days prior to the theft.
Turns out, The Impossible Thief likes a challenge. Not content with merely stealing the most valuable book in Thpenos, he also stole:
  -Approximately 790 drachmae worth of jewelry & coins (accidentally)
  -17 other famous works of theatre and philosophy, including some the authors had not yet written down (and now never will)
  -Compromising material, suitable for blackmail, regarding 12 senators and 35 other prominent figures
  -37 kilos of Community Coral (see below)
  -The Worms of Muu infecting 41 prominent figures
  -The enchantment/hexes placed on this month's angelic Gadfly
Meanwhile Masters of Rites made use of their newly-acquired New Age Recovery Centers to further the indoctrination of key individuals. Nominally offering therapy to those dealing with loss of loved ones, the Masters use the one-on-one sessions to subtly instil a hatred of angelic causes in their 'patients', and support for demonic goals. These unwitting pawns are then manipulated into inviting demonic missionaries to garden parties and the like. Once there, the missionaries use a combination of blackmail material (provided by the Impossible Thief) and the powers of Dark Seduction/Empathy to strongly encourage influential people (identified last month by the Vampire Lord) to join Nar-Carok's cult. This proves quite effective, and demonic influence in the Polis expands.  2/5 -> 3/5

Meanwhile, angelic missionaries are not having it quite as easy. Sales of decorative Corals of Community to the wealthy citizens of the Polis go well- and while their customers are often relieved of their newly-acquired decor by the Thief's efforts, the angelic cultists are quite happy to replace the lost Coral for free. The Thief cannot steal Coral as quickly as it is imported, and its mesmerising effects are exploited by angelic missionaries to improve their odds of conversion. Similarly, Worms of Muu continue to be seeded through the city- while the Thief does steal some of these as well, throwing a wrench into things with regards to a fair number of important targets, they are far too widespread for the Thief to steal them all, and lower-class support continues to grow. The most frustrating of the Thief's interventions is the Gadfly. Despite selecting, training, and enchanting a suitable candidate, the execution (for violent opposition to the recent pay raise) is uneventful- those who witness it are barely moved. The subsequent funeral (organised at Muu's expense) provides a gathering for angelic missionaries to target... but this too is lacklustre with the magical effects missing.
While the atmosphere in the Polis was receptive to their efforts this month, and a handful of prominent individuals succumb to the array of angelic conversion methods, the Impossible Thief's sabotage combined with sub-optimal levels of support from adjacent provinces prevents the angelic cult from gaining a significant presence in the upper classes (though inroads made will persist). 2/5


Bountiful Quarries
A major landowner actually deigns to visit the region this month- having finally noticed that output has dropped in recent years. They are appalled when they learn about the state of things, and loudly demand of the people overseeing their property to get their act together. Several overseers are fired (one is even arrested), and new overseers are appointed in their place. The landowner then returns to the capital, confident that things will work themselves out. Of course, they do not- the replacement overseers come from the same stock as the old ones, and are just as incompetent and corrupt. At the end of the day, nothing really changes for the common people.

Despite the fact that the well-off of the region have no shortage of fancy materials to acquire from local sources, it is a universal trait of the wealthy that they are never satisfied. Consequently, the introduction of a novel decorative item- colour-and-shape-changing coral- takes the local markets by storm. Additionally, a non-sabotaged Gadfly operation is followed up with a large (angelic-cult-organised) funeral, where the lingering spirit of the Gadfly further drives those in attendance into the arms of Muu's missionaries.
Prominent locals, pushed towards Good by Worms of Muu, shaken up by a Gadfly funeral, and mesmerised by Corals of Community, are inducted into the angelic cult in large numbers. 2/5 -> 3/5

Demonic efforts are less successful, but not fruitless. While the Masters of Rites are locked out of the Gadfly's funeral, there are other funerals, and many a grieving relative is lured to a New Age Recovery Centre. The indoctrinated individuals are able to open doors (literal and metaphorical) for Nar-Carok's missionaries, and despite the occasional dead end (where a target turns out to be en-Wormed, or similarly under angelic influence), they are able to gradually expand the cult's presence. 1/5 -> 2/5


Restless Satrapy
The local governor is recalled, and replaced with a new, slightly less racist one. While people are glad to see the old one go, it ultimately does little to resolve the underlying tensions.

From the New Age Recover Centres, aggrieved natives are driven to join the rebels- and, once there, to direct rebel activity in ways that benefit Nar-Carok and the Federalist cause. While these unwitting pawns are not as easy to direct as full converts, their more organic motivation helps them integrate into rebel groups (who are naturally wary of spies and infiltrators). As graffiti extolling the virtues of decentralisation (in cruder terms) springs up across the region, and a number of more Assimilator-friendly officials find themselves the victims of rebel intimidation, Federalist representatives resume contact with Nar-Carok's cult. Combined with conventional conversion efforts, this restores demonic influence to previous levels. 2/5 -> 3/5

Muu's missionaries spread more Worms of Muu, enact another Gadfly operation (and follow-up funeral), and sell a few small pieces of Community Coral. While not dramatic, this steadily increases their influence in the region. An Assimilator agent seems quite interested in their ability to create harmonious communities, and suggests that future cooperation might be quite fruitful. 1/5 -> 2/5



Xyrania
Schism'd Capital
The Shah announces the completion of the repair efforts of the North Gate. Nobody cares, except for a few people who ask why the Shah even bothered to announce this.

Angelic missionaries sell Coral, spread Worms, raise a Gadfly, host a funeral. While this does further cement their presence in the city, significant progress is hindered by a lack of support from neighbouring regions and a lack of techniques that synergise with the ongoing religious conflict. 2/5

Their demonic rivals have better luck. Masters of Rites have to be careful with their funeral sermons, lest someone take theological offence. But in one-on-one sessions in New Age Recovery Centres, they can tailor their messaging to fit the specific beliefs of the 'patient'. The charismatic Masters are then able to seamlessly insert other commandments into this religious mix, leaving the target thinking that to disobey them would risk religious condemnation.
Those thus influenced unwittingly provide other demonic missionaries with opportunities- such as invitations to private gatherings, where Dark Seduction/Empathy can be used to sway the lesser nobility to the cause. Though insufficient to grant Nar-Carok access to the halls of power yet (due to a lack of support from neighbouring regions), it is only a matter of time. 2/5


Raiders' Roost
What do you call an adventurer with one arm, one leg, three gold teeth and a purple eyepatch? If you know, please come to the morgue to identify his body. There's not much excitement on the political front this month.

While outwardly the residents of the Roost are used to death, it is simply not possible to witness so many companions dying in various horrible ways (to traps, monsters, or rival adventurers) without suffering trauma. Indeed, many residents have what is essentially PTSD. This is very sad, if you think about it. The only way it could be worse is if some group set up locations purporting to provide therapy to help people overcome such trauma, but actually abused the emotionally vulnerable people in order to further some dark cause.
So anyway, Nar-Carok's followers make progress this month. 2/5->3/5

There's a problem with selling Coral in the Roost, which is that the denizens are pretty familiar with cursed artifacts, and many are thus more cautious about mysterious colour-changing coral than elsewhere. Not to the point that no sales occur, but it's not as effective as elsewhere. A big funeral shindig goes down better, which combined with the effect of Worms seeded in the area allows angelic missionaries to recruit a sizeable number of middle-class locals. 1/5->2/5


Pirate Haven
Turnover amongst officials is quite high in coastal towns- as they run a high risk of being killed or kidnapped by pirates, and many are eager to find jobs somewhere safer. The local governor announces a hiring spree, overseen by a senior official. The senior official in question is known to be a compassionate and generous man, with a keen eye for a person's true nature. As a result, most of the new hires tend to lean towards Good.

Indeed, some of the new hires were already members of Muu's cult. Others are quickly targeted for conversion- not yet used to having power, they are easier targets than long-serving officials tend to be. Corals of Community are sold- although some of the buyers are suspiciously pirate-esque, and a fair amount of Coral ends up on the black market. It doesn't really matter, though- the important thing is that the Coral ends up in the homes of prominent people, be they governmental, military, or self-employed privateers.
With the tide in their favour, angelic missionaries expand their presence in the region, gaining a foothold in the halls of power. 2/5->3/5

That the angelic missionaries have it easy doesn't necessarily mean demonic ones have it hard. For them, expanding their base amongst the lower and middle classes is more pressing than gaining allies in government (although they wouldn't say no if given the opportunity to gain some). There are enough funerals to manage, and grieving relatives to manipulate, that the Masters of Rites can provide missionaries with an array of suitable targets. 1/5->2/5



Ran out of space in this post :I

618
ACTACTACT: Chia Interstellar explores with 1 Fleet (-1 Ore)
Manufacturing Planet "Muamba" is transferred to a minor lord (+5 Prestige)
Mining Planet Chomba is retained (-5 Prestige)
Farming Planet Ukraina is retained ()


Xa Nam and Ukraina harvest (+4 Food eot)
Chegitha and Chomba drill (-2 Food, +6 Ore eot)
Thpenos refines (-1 Food, -3 Ore, +3 Machines eot)

Spoiler: Chia Interstellar (click to show/hide)

619
Quote from: ACA Closing Agreement
The undersigned remaining members of the Absolute Cancer Alliance agree to the following split of spoils:

Chia Interstellar (36 CT) will receive:
-Mining Planet Chomba
   -Chia Interstellar will keep Chomba, at the cost of 5 Prestige.
-Manufacturing Planet Muamba
-Farming Planet Ukraina
   -If Maximum Spin seeks to reclaim Ukraina, Deutsche Bank agrees to pay 2 of the 5 Prestige needed to overrule their objection.
-2 Food

Deutsche Bank (83 CT) will receive:
-Farming Planet Mana
-Farming Planet Kachi
-Recruitment Planet Mando
-Farming Planet Crabicus Prime
-10 Food
-6 Ore

Following the distribution of spoils, ACA will be disbanded, and all Crab Tokens will be void.



Signed:
-Chia Interstellar
-

620
Forum Games and Roleplaying / Re: Counter Spell: Comebacks
« on: August 13, 2022, 09:35:20 am »
I don't want to be difficult, but that doesn't answer my question. I asked when it is appropriate. You've already made it clear when it isn't (in your view). Would you be more amenable to discussing the issue in a week, for example?

621
Forum Games and Roleplaying / Re: Counter Spell: Comebacks
« on: August 12, 2022, 01:27:49 pm »
You can never make it clear enough that it's the wrong time for jokes and comments. Enough.
This is a genuine question: when and where are comments appropriate? As in, if people have suggestions as to how you might improve your games, how should they share them? Or are you literally saying that no criticism of any sort is allowed?

622
Spoiler: Chia Interstellar (click to show/hide)

623
Thought about it more, and changed my mind again. I think improving our domestication baseline would be better, as domesticating lions has a potential for failure. It does kinda kick the can down the road, but then we don't really need domesticated lions yet, and better techniques could make up for lost time. I can even imagine skipping lions, if the situation doesn't support it.

Quote from: Major Votebox
Exploit Clay:
Beasts of Burden: (1) NUKE9.13
Domesticate Lions: (1) m1895
Domestication of Elephants: (1) Powder Miner
Quote from: Minor Votebox
Exploit Clay: (1) quarque
Beasts of Burden: (1) Doomblade
Domesticate Lions: (1) Taricus
Domestication of Elephants:

Quote from: Name Votebox
People of the Baobab/Baobabi (demonym): (3) Powder Miner, NUKE9.13, Taricus
Nothing for now: (0)

624
Exploit Clay

Domesticating animals is fun, but I feel this is the moment to start learning the basics of ceramics as well. Then again, "exploit clay" is a little vague. If you can be more specific, I will jump in as a minor to vote for it. My 2 cents: with basic firemaking tools we could make decorative figures (possibly adding bone), or we could make primitive pots - however, smooth round shapes would have to wait until we invent the wheel. Not sure if we could make bricks yet. So.. what did you have in mind?

Also, fun detail: if I recall correctly, the specific available clay is red?
Exploit is a specific action type that gives us access to the resource for use later. Once we have it, we can develop pottery with it. We could develop pottery without Exploiting the clay first, but that would be less effective, and we'd have to Exploit the clay anyway to use the pottery tech.
There is no need to expand on it, because it's a very simple action. We say Exploit Clay, and the Clay deposit becomes Exploited. (Actually, technically we are supposed to specify a deposit, but as there is only one clay-bearing deposit we know of, it's obvious which one is meant)

If we want to, that is. I prefer lions, because clay doesn't need to undergo a genetic shift to be malleable- it'll be the same clay whether we get it now or in a thousand years.

625
(Is there going to be another game of this after somebody wins this round? I’d like to play it, but I would rather be a major one instead of a minor, and maybe take some designs in a different direction. 😅)
The idea is that the game will go on for a long time, I think. But also the idea is that you can join as a minor and become a major if people like your ideas. As for taking designs in a different direction- well, it's a cooperative game, so that depends on whether people like your proposed direction.
Either way, it's early days yet- there's a lot of direction still to be determined. Join in, it doesn't require much investment.



Anyway, changed my mind. The more time we spend domesticating lions, the better the results (because we need them to undergo artificial evolution into the feline equivalent of a dog, which requires many generations). Better to start early.

Quote
Domesticated big cats? You're lion to me (Domesticate Lions):
Despite the unfortunate ending to the attempt to tame the lioness, many remember the progress made, and before long, a more organised attempt is made to bring lions to heel. Hunters set out with the specific goal of catching live lions, travelling eastwards in search thereof. They bring large quantities of meat with them on their 'hunts', which they use to bait their targets, such as by attempting to ambush lone lions that are drawn in by the free food. As big lions are more dangerous, and lion cubs very cute, they make a concerted effort to catch the cubs- challenging though it may be, with time and patience anything is possible.
Once acquired, the captives are treated like the first lioness, although there is a higher degree of caution taken to avoid... accidents. As a result, the most aggressive lions- those who absolutely cannot be tamed- are slain, cut down as they attempt to attack their captors. Those who learn to live with humans- or at least not attack them- are, after enough time in captivity, released. The initial idea being that they would return to their pride and tell them of how well they were treated, this morphs over time into a ritual practice. Consequently, unbeknownst to the tribe, artificial selection begins to favour lions that can get along with people. Eventually, perhaps, resulting in lions that voluntarily return to the settlement in search of food, opening a route towards further domestication.
Said further domestication might consist of teaching lions to join the hunt- having them chase game towards the hunters, enabling ever larger hauls of meat with less effort.

Quote from: Major Votebox
Exploit Clay: (1) m1895
Beasts of Burden:
Domesticate Lions: (1) NUKE9.13
Quote from: Minor Votebox
Exploit Clay:
Beasts of Burden:
Domesticate Lions:
Quote from: Name Votebox
People of the Baobab/Baobabi (demonym): (2) Powder Miner, NUKE9.13
Nothing for now: (0)

626
Quote from: Major Votebox
Exploit Clay: (1) NUKE9.13
Beasts of Burden:
Quote from: Minor Votebox
Exploit Clay:
Beasts of Burden:
Quote from: Name Votebox
People of the Baobab/Baobabi (demonym): (2) Powder Miner, NUKE9.13
Nothing for now: (0)
I could be persuaded to go for a domestication action- only any of the three available targets, actually-, but I also want to work with clay at some point, and I feel with the lions already pacified we can afford some diversification.

627
I can understand not wanting to go down the domesticated lions path, though I personally think it would be entertaining. However, I feel like you might be focusing on the wrong aspect of the bola proposal.
-Bolas are fairly dead-end as weapon tech goes, but they're not intended to serve as long-term military equipment. The primary purpose of the action is to be a stepping stone to domestication. In comparison, bows- while obviously having greater longevity as weapons- don't lead into other technologies as much.
-Lions are not the only game in town (so to speak). There are also elephants that could be domesticated at some point, and hopefully we will come across (or discover as a result of developing domestication) potential livestock as well. Domestication has great potential beyond simple attack lions- they would just be the first use case.
-Human enemies with ranged weapons may well come up, but we could just as easily- if not more easily- develop bows when they do. On the other hand, human enemies with any number of other advantages could emerge, where ranged weaponry wouldn't be as important. Heck, if humans with horses show up, attack lions would be great, and being able to steal their horses afterwards would be gravy. My point is that we shouldn't put too much stock in trying to pre-empt future threats, given the wide variety of potential dangers that could be out there.

628
Forum Games and Roleplaying / Re: Zombies H&H (Co-Op)
« on: August 01, 2022, 01:13:30 pm »
music

When you join the game:
• Add your name to the list
• Choose 1 item to start with
• Take a turn, then wait for 1 hour before going again, do not act twice consecutively

Each turn, you can do one:
• Add 2 vaccine research, then add zombies equal to the amount of current vaccine research
• Add 3 boards, then add 10 zombies
• Kill 2 zombies

Each turn, at the end you must:
• If there are 1 to 19 zombies then subtract 1 from boards
If there are 20+ zombies then subtract 1 from boards for every 10 zombies
• If there are zombies and boards are 0, eliminate the longest surviving player
• If there are 15+ zombies, remove 1 vaccine research

Goal: 20+ vaccine research and 0 zombies!

ITEMS
Sheers: Add "Doctor" to your name. +1 to your vaccine research.
Shotgun: Add "Officer" to your name. +1 zombie kill when you attack.
Hammer: No name addition. +1 to your board placement.
Just fyi, this is impossible. In the sense that there is no sequence of moves that results in victory.
STEP 1: you get to 17v-0z, then develop vaccine on the next turn. Add 3 vax and 20 zombies, then subtract 1 vax, bringing you to 19v-20z. You then have shotguns kill zombies down to zero:
19v-20z
18v-17z
18v-14z
...
18v-0z
STEP 2: Then you develop vax again. This puts you at 20v-21z. Shotgun time again:
20v-21z
19v-18z
18v-15z
18v-12z
...
18v-0z
GO TO STEP 2

This is without getting into the Boards issue- instead, the above scenario assumes an endless supply of new players, each one perfectly following the optimal plan and then dying immediately.

629
Quote from: Major Votebox
Expand to 49-C and use a Wood Token (1): Powder Miner
Bolas (2.1): NUKE9.13, MINOR
Rope Traps (0):
Quote from: Minor Votebox
Expand to 49-C and use a Wood Token ():
Bolas (2): Kashyyk, Taricus
Rope Traps (1): Doomblade
I think Bolas are better than Traps, as setting up, maintaining, and retrieving traps far from a settlement is harder than carrying a couple of bolas on a long-distance hunt. That is, if we did traps, we might not be able to harvest the lions without expanding there.
I prefer Bolas to Expansion because the expansion would be a net drain on resources (-1 Food), we don't really want/need the resources there (yet), except for the lions who might be exterminated by our settlement. Bolas let us deal with the lion threat in a less destructive way, and provide a technological stepping stone to domestication.

630
It's just business, you understand. Or, well, an agreement not to do business, but that's a kind of- ah, you get the picture.
Quote from: Non-intervention Deal
This is a contract between Chia Interstellar and Deutsche Bank. It can only be signed during the turn in which it is proposed.

If Hammerhead Security Services pays any Crab Tokens to Deutsche Bank this turn, Deutsche Bank agrees to transfer the first 60 of those Crab Tokens to Chia Interstellar.

In return, Chia Interstellar agrees to "Non-intervention", as defined below, for the duration of the turn in which the contract has been proposed and signed.
"Non-intervention" is defined as follows: Chia Interstellar will not engage in any trade or exchange of prestige with Hammerhead Security Services this turn, nor in any trade or exchange of prestige with third parties with the intent or likelihood of benefiting Hammerhead Security Services. In addition, Chia Interstellar will not pay any florins for the taxes that are due for the planets in the Spoils of War of Absolute Cancer this turn.

signed:
- Deutsche Bank
- Chia Interstellar

Spoiler: Chia Interstellar (click to show/hide)
Xa-Nam harvests (+2 Food eot)
Chegitha mines (-1 Food, +3 Ore eot)
Thpenos refines (-1 Food, -3 Ore, +3 Machines eot)

ACTACTACT: Pay 30MF in taxes for Chia Interstellar's three planets.

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