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Author Topic: The Kinda Sorta Build-a-City Game (Late Spring, Year 1) RL-Hiatus-ed  (Read 22376 times)

Ashsaber

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This is a game about...village building. Yeah, let's go with that. It's about village building by you guys who invariably travel through time. Or something.

Basic Rules

A year is 4 seasons, each season is two parts (Early Spring, Late Spring)

Depending on situation turns take on smaller units of time.
Battles resolve instantly but usually "happen" in about a week, marching time notwithstanding.

Each player essentially runs a "guild". Party, guild, posse, skill, however you call it.
  Each guild has a "Major" specialization. This is what your guild is known BEST for (and get the biggest check bonus for). Having superbly high skill in Spears, for example, would cause the enemy on the battlefield to run in terror when your spearmen arrive on the field.
  Each guild has up to 4 "Minor" specializations. These increase slower but are kinda "we're branching out" type things. Not as well known but respectable enough.
  Minor specializations can be added or modified at any time, up to 4 total though. Caveat: Doing so loses all skill and influence the specialization has. There's some spillover from other specializations ("They're doing Spears now and since they do Axes so well they should do Spears just fine" type of mentality)
  All players can conduction actions outside their specialization (much like one of your guys goes out and gets some builders to make something: your guild has no builder preference but other people can get the job done).
  Actions outside the specialization receive no roll bonus.

The Skills are (and these are added as players come up with new ones, such as Combat Jet Flying if someone invents an F-16 or something)
Spoiler (click to show/hide)

Metagaming
This is honestly what I want to see happen.
    This game's purpose is to run on technology as suggested by players.
    By default everything the game's civilization is supposed to have "exist". Thus anything a player suggests is implied to be "better" than the original, if only by a little.
    New technology must be explained in a way that makes sense: ("A sword that has a chainsaw blade powered by a jewel of Thunder Spell" is only acceptable if "Chainsaw blade" and "Jeweled Magic" both exist for the city")
    In a nutshell: make smaller pieces so the larger pieces won't have to be a long winded explanation.

Aiight.
The first 3 posts are reserved because
Post 1: Rule changes, updates, what have you.
Post 2: State of the Village, techs available, etc.
Post 3: Players and their unit compositions.

Add-ons because people are smarts.
1. This game obeys kinda real life logic, so certain Dwarf Fortress things would cause...issues. Not that it can't happen, just gonna need a little more care into it.
2. The NPCs in this game are stupid for the sake of letting players instead of me run the show.
3. The NPCs are stupid but not Sims-stuck-on-staircase stupid. They will carry out functions necessary to run the city but not to improve it.

Sign up quick sheet
The player name should be something that would make sense being shouted aloud as a part of "all hail -X!"
Player Name:
Race:
Major Spec:
Minor Specs:
Orders for this turn: (something like "Fishermen Fish" is unnecessary. "Fishermen go make fishing boats" is necessary, since it is a nonstandard move)
« Last Edit: October 16, 2013, 08:52:54 pm by Ashsaber »
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Ashsaber

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Re: As of right now unnamed build a village then town then city game
« Reply #1 on: September 08, 2013, 11:44:35 pm »

Current State of the Village
Maps
  General Area
Spoiler (click to show/hide)
  Local Area
Spoiler (click to show/hide)

Technology
Really bad (not necessarily a reflection of intellect)
Spoiler (click to show/hide)

Organization
What's that?
Spoiler (click to show/hide)

Note that these two following sections simply detail the use of the animal and its name if necessary, as opposed to the usual DF level of detail.
Local Flora
   Low variance wood availability. Lumber is abundant and useful.
   Low variance fruit bearing tree. Fruits are abundant and not deadly.
   Medium variance shrubs and smaller plants.
   
Local Fauna
Spoiler (click to show/hide)
Other
   Lots of rocks.
   
Neighbors
   NorthTown - Neutral
   SouthTown - Neutral, Seafaring, Organized
   
Demographic
   Race: Population (estimate to 50)
   Elves: 150
   Nekos: 150
   Humans: 100
   Avian: 150
   Half-Elf: 50
   Goblin: 5
   Total: Around 600 souls.

   So what are you guys?
Spoiler (click to show/hide)
« Last Edit: September 29, 2013, 11:45:01 pm by Ashsaber »
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Ashsaber

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Re: As of right now unnamed build a village then town then city game
« Reply #2 on: September 08, 2013, 11:44:59 pm »

Team layout: it goes like this:
Spoiler (click to show/hide)

Current Player Teams
Spoiler (click to show/hide)
« Last Edit: September 29, 2013, 11:36:13 pm by Ashsaber »
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Ashsaber

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Re: As of right now unnamed build a village then town then city game
« Reply #3 on: September 08, 2013, 11:45:19 pm »

Ok, so. Well it's 4 posts now. meh.
If you feel like playing submit:

Playing Name (preferably something that would make good warcries)
Squad size (between 1 to 50 men for now, smaller = less morale issues)
Squad specialties (from the skill list; certain ones would be useless until later, but that'll be covered later, combat and horseback riding are givens).
Job for this Season! (i.e. go hunting for animals; keep it fairly open ended for now.)
You can have a separate job for each major/minor group.
You don't -have- to, mind.
Also, yes you can have all combat skills major/minor.

The size of the expected smaller groups (such as blacksmiths) will be a random number between 1 to 6, and the rest are kinda put anywhere else. So have something labor intensive to act as a people sink. :3

As well as any metagame tech you want to suggest.
Oh, and our starting location and any modifiers, yes you can have all of 'em. Keep in mind "is next to" is too far away to wall off.

(Keep 'em like this:)
Name:
Size:
Skill:
Job:

Anything unclear? lemme know, god knows I haven't covered everything.
« Last Edit: September 08, 2013, 11:50:01 pm by Ashsaber »
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Harbingerjm

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Re: As of right now unnamed build a village then town then city game
« Reply #4 on: September 09, 2013, 01:10:26 am »

Playing Name: Kesh
Squad size: 50
Squad specialties:
   Major:
   Mining
   Minor:
   Gathering
   Builders
   Spears
   Wizards.
Job for this Season!
   Excavate Housing, "investigate" edible underground plants.

Grassland

Has:
   Mountain
   Coast
   River
Next to:
   Forest
   Hills
   River
   Coast

Elves

Fuck stereotypes, we're going to be magitech-using mountain-coast-dwelling elves who live underground and doesn't afraid of anything!

Also, I suggest we use ice magic to freeze water we let seep into the rocks beforehand, cracking out large chunks to be more easily removed. Then we use more precise methods to do the fine detail stuff near the end.
Also, being a bunch of elf wizards we should be able to manage the growth of plants underground more easily, for nutritional value, to crack stone where we want and not where we don't, and to grow wooden furnishings, supports, all that jazz. Telvanni ho!
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15:35   HugoLuman reads Harb his secret spaghetti recipe

evilcherry

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Re: As of right now unnamed build a village then town then city game
« Reply #5 on: September 09, 2013, 02:22:55 am »

Want some order before committing.

Ashsaber

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Re: As of right now unnamed build a village then town then city game
« Reply #6 on: September 09, 2013, 09:13:02 am »

Gonna need to be a little more specific about the order you want. :3

(It's very much rough, I agree. polish over time I guess. -shrug-)

-Harbingerjm
    For the record digging underground has semi-realistic problems. namely breathing.
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Harbingerjm

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Re: As of right now unnamed build a village then town then city game
« Reply #7 on: September 09, 2013, 01:00:25 pm »

I was thinking more Petra than Moria.
For now.
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15:35   HugoLuman reads Harb his secret spaghetti recipe

Ashsaber

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Re: Let's build things (The beginning: recruitment)
« Reply #8 on: September 09, 2013, 09:32:52 pm »

Meh, as long as it makes explainable sense we're all good.

Recruitment will continue until I get...oh, say, 3 people by wednesday, and then I'm just gonna wing it.

God knows I need to draw maps n'shit.
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GreatWyrmGold

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Re: Let's build things (The beginning: recruitment)
« Reply #9 on: September 09, 2013, 09:40:37 pm »

Harbinger's idea is as good as anyone's. Except maybe Tattletale's, but I'm the only one likely to know what I'm talking about.
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Harbingerjm

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Re: Let's build things (The beginning: recruitment)
« Reply #10 on: September 09, 2013, 09:44:04 pm »

Harbinger's idea is as good as anyone's. Except maybe Tattletale's, but I'm the only one likely to know what I'm talking about.
DAMNIT I NEARLY KICKED THE WURM HABIT FFFFFFFFUUUUUUUUU-
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15:35   HugoLuman reads Harb his secret spaghetti recipe

Ashsaber

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Re: Let's build things (The beginning: recruitment)
« Reply #11 on: September 11, 2013, 08:52:12 pm »

For the record you don't need to be in the game to play it, but suggestions about tech, formations n'stuff won't be implemented until someone with a team of people suggest it.

On to the show! (Oh god the trainwrecks)

Condition of the Village
Overview Map
Spoiler (click to show/hide)
Field view Map
Spoiler (click to show/hide)

People of the village
Kesh's subordinates - 50 people
Total - 100 people

Current Status
Year 0, Month 0, Week 0
     Well the supply wagon came to this location before all the animals died of some mystery disease, not sure how it happened but hey, beats walking around still.
     So. We're here. where's here? Who knows, who cares. That giant group of elves over there aren't all that happy about being away from the safety of the woods, but splitting up the party right now is one hell of a bad idea. Although it's probably because of that Kesh that they're still here.

So what do we do now? Kesh's got his men looking around for food to supply our stockpiles and surveying the land for whatever the hell they're looking for. We don't even have digging implements.

Good thing we've got fire though. Got those wizards to thank for that.

Game time
Turn timer: 1 turn = 1 week (initial is slow)
Food status: 600 units of preserved food. (Dried goods: 8 weeks lifespan left)
Consumption: 300 units per month. (75 per week)

Morale
Kesh's unit: -3
   reason - too far away from familiar land. (effect lessens over time)

Tasks
Kesh's miners - Land survey. Have no tools to mine with.
Everybody else - Foraging for food. Cannot go underground.

Caravan supply
Spoiler (click to show/hide)

Nearby supply
Spoiler (click to show/hide)

Now then
What to do for the next week?
Orders that have already been submitted can be altered at any time.
Next week will roll around Friday evening.
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techno65535

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Re: Let's build things (The beginning: recruitment)
« Reply #12 on: September 11, 2013, 10:21:29 pm »

So, is everyone going to be assisting a single town or is it gonna be different towns for each player?
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Ashsaber

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Re: Let's build things (The beginning: recruitment)
« Reply #13 on: September 12, 2013, 07:05:57 am »

It's everybody working on a single one.
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kaian-a-coel

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Re: Let's build things (The beginning: recruitment)
« Reply #14 on: September 12, 2013, 07:29:55 am »

Joining.

Playing Name: Kaian-a-coel
Squad size: 50
Race: Elves

Squad specialties:
   Major:
   Archery
   Minor:
   Fishing
   Farming
   Orchards
   Writing

Job for this Season:
  Patrol the area with archers, foodstuff (fish, plant crops and fruit trees).
« Last Edit: September 13, 2013, 04:00:54 am by kaian-a-coel »
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