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Author Topic: Wands Race - [Arstotzka] {COMPLETED}  (Read 377094 times)

andrea

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Re: Wands Race - [Arstotzka]
« Reply #3525 on: July 02, 2017, 06:08:51 am »


Quote
BJORN
4 - Plains: RAM, Chiefwaffles, Helmacon, Andres

MYARK
2 - Desert: Andrea, Chiefwaffles
1 - Plains: Andres

ORDERS
1 - If Moskurg heir is captured, turn her into an Arstotzkan: Andres
1 - Allow women into our army to double our troop count: Andres
2 - Don't allow women into army (For keeping long term society viable): Chiefwaffles, Andrea

While mixed army is not inherently bad and we are starting to acquire weapons that make female soldiers more viable (Rifles, APCs, stuff that doesn't require you to be an hulking mass of muscle), using women to double our army ranks will depopulate our cities and cripple our long term chances. While it can be done at times of desperation ( WW2 Russia), it is a BAD thing.
A better way would be drafting the same total number of soldiers from both sexes, but then nothing is gained except culture.

One thing we could do, if we were willing to risk the roll, would be to start actively seeking magical talent in women as well. Mage academy shouldn't be as demographically taxing and more magic users are always good.

VoidSlayer

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Re: Wands Race - [Arstotzka]
« Reply #3526 on: July 02, 2017, 07:12:44 am »

I mean, if you want to increase the number of soldiers why not... grow them... pod people style.

evictedSaint

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Re: Wands Race - [Arstotzka]
« Reply #3527 on: July 02, 2017, 09:24:51 am »

@waffles

1) forgot
2) no
3) correct

@helmacon
Moskurg didn't when they were advancing on the seas, so no.

@everyone
Orders are rolled at a disadvantage.  1 backfires, with the backfire proportional to the ambition of the roll. 2 means it fails, and 3-6 is varying degrees of success.
« Last Edit: July 02, 2017, 10:51:10 am by evictedSaint »
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Andres

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Re: Wands Race - [Arstotzka]
« Reply #3528 on: July 02, 2017, 01:15:59 pm »

The fears of depopulation are completely overblown and outright stupid. Maybe 1-5% of our men are fighting. Doubling that to 2-10% will not depopulate cities and cost us the war. My god this objection is dumb.

Glory to Arstotzka.
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andrea

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Re: Wands Race - [Arstotzka]
« Reply #3529 on: July 02, 2017, 01:16:47 pm »

in this age, isn't the remaining 90% mostly stuck producing food for the rest?

Andres

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Re: Wands Race - [Arstotzka]
« Reply #3530 on: July 02, 2017, 01:47:43 pm »

in this age, isn't the remaining 90% mostly stuck producing food for the rest?
Not with dogwood wands. We have a fair amount of surplus we're not tapping into. Also, we already have female wizards.

Glory to Arstotzka.
« Last Edit: July 02, 2017, 06:16:57 pm by Andres »
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RAM

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Re: Wands Race - [Arstotzka]
« Reply #3531 on: July 02, 2017, 04:50:55 pm »

Also, we already have female wizards.
Source? I don't doubt you I just did not think that this was a thing.
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Andres

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Re: Wands Race - [Arstotzka]
« Reply #3532 on: July 02, 2017, 06:16:41 pm »

Also, we already have female wizards.
Source? I don't doubt you I just did not think that this was a thing.
Expense Credit: Arstotzka's Academy of Adequate Apprenticeship

The Academy has done a good job of training new apprentices in the mystical arts of mathemagics, but the limiting factor isn't the training - it's the enrollment.  For a fine as the Academy is, it could house so many more burgeoning young mages than it currently does.  Clearly, we need to find more apprentices.

The AAAA is proud to offer its very first military scholarship!  By scouring the nearby villages and towns for youngsters with even the most remote hint of magical or mathematical talent and offering them a scholarship to attend the very prestigious Academy, we can almost double the amount of apprentices we can field.  The only catch is that the individual must agree to serve two years in the Arstotzkan Military after their three-month education, but afterwards they're free to return to their villages and use their magic to improve the quality of life for their friends, neighbors, and family.

We get more sign-ups once we remove the mortality rate of apprentices from the flyer, but mathemagical talent is rare to find.  Still, the halls of the AAAA are soon bustling with young men and women who will one day serve Arstotzka proudly on the front lines.

Glory to Arstotzka. Expensive

Note: you've about tapped all the magic users in your country.  Newer ones are being born all the time and coming of age, but at the moment the only ones you don't have are the ones who've declined the offer.

Glory to Arstotzka.
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Andres

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Re: Wands Race - [Arstotzka]
« Reply #3533 on: July 02, 2017, 06:50:22 pm »

Future Design: Civilian Aethergem Network

This vast network of circuitry and aethergem stations spans across the whole of Arstotzka. This network does two things things. First, it will obsolete the necessity of apprentices to perform civilian duties, taking them out of their unbearably cushy, high-paying job and allowing them to do what they obviously want to do most - fight for Arstotzka against the Moskurg menace on the front lines.

Second, by connecting the dogwood wands to the CAN, we can have them constantly producing food in every Arstotzkan farm. This will massively increase the amount of food Arstotzka produces. The full effects of this are thus:
1. The significantly lower manpower requirements will allow more of our people to join the army, increasing the amount of troops we have.
2. The vastly increased food surplus will directly lead to a vastly increased birth rate, resulting in even more troops and more Arstotzkans born with magical potential.

With this design, we can overwhelm Moskurg with superior numbers on top of our already superior magical prowess.

Glory to Arstotzka.

((EDIT: Sorry, meant to edit this into my previous post.))
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #3534 on: July 02, 2017, 07:18:06 pm »

Future Design: Aethergem Spire

Managed by the new Arstotzkan Agency of Power, the Aethergem Spire is a groundbreaking innovation.

The spire is constructed entirely of crystal in, of course, the shape of a spire. The glistening spire shall be placed at the center of our cities. In each spire, columns and rows of crystal studded with Aethergem will be linked up, creating a massive power generation plant. Every Aethergem is linked. At the center of the spire lies a Central Magegem Battery where numerous A Magegems are linked in order to create a simple buffer in case the power input ever breaks up with the output.

At the top of the spire is the Control Room. Complicated circuitry here is linked up to AAA Magegems to create a control panel, where we use the charged status of AAA Magegems to indicate the status of the Spire. For example, an AAA Magegem labeled "OUTPUT ON" will only be lit when the Spire is outputting power. In this case, the output of power leads the specific AAA Magegem to be charged specifically, lighting it up.
There are many different lights for different statuses, and there are some buttons and the like for managing the plant as well. The Spire's operation does not require a mage and can be manned by any properly trained human, magical or not.

The Spire is connected via underground crystal wiring to anything in our cities that requires power. The Crystalworks is the obvious first example. No longer will it be limited by the apprentices, and it will receive limitless amounts of power from the Spire.

Dogwood farms are the next example, as a minor part of this design, we will quickly adapt the Dogwood Wand to work with circuitry. Considering the similarity of circuitry to wands, this shouldn't be a problem. But with this done, we will adapt our farms to be constantly aided by Dogwood powered by the Spire itself. We will have extreme amounts of food grown quickly and with less human labor.

The next primary benefit is civilian industry. Crystal may be the material of the future, but there still is and always will be demand for industry and production of non-crystal goods. Enterprising civilians have purchased old steam engines before, but the magical requirements have made the cost prohibitive. By allowing factory owners and other civilians to use the Spire's power for their steam engines and other technology, we hope to bring about an era of change as our cities industrialize.
This isn't particularly noticeable in the military immediately, but we're sure there's a benefit there somewhere.

There's also heating and cooling. Before, our civilians and civil buildings relied on furnaces for heat. These furnaces had to be constantly maintained and supplied with fuel, and when fuel runs out the building quickly becomes cold. Civilians have perished in the cold before, and poor civilians have to go without furnaces.
With the Spire, we can base our heating off of two methods: Firewalls and heating circuitry. New buildings as they're built and retrofitted important old buildings will be fitted with climate circuitry, keeping them at a constant comfortable temperature. Other buildings will be fit with firewall furnaces, always on without need for fuel. Our cities will be lands of warmth.

There's an interesting effect, too. AAA and AA Magegems produce a notable amount of light when fully charged. Of course, they aren't extremely illuminating, but they produce enough light to rival streetlights and similar civilian lighting.
With the ability to draw power from the spire, our cities will be lit by AAA and AA Magegems. Our civilians' homes will have these magegems instead of obsolete torches and lanterns. Our streets will be lit by magegems. It'll be a wondrous sight.


With the Spire, we aim to transform our cities. They'll become legendary lands of wonder across the globe, inspiring and awing those who hear of Arstotzka only in passing. The land of unlimited warmth. Of magical lighting all day and all night. Where the farms grow unnaturally quick and the civilians always have food. Tales will be told of that mystical city in the taiga kept warm, fed, and illuminated magically constantly for everyone.


TL;DR: A power plant to be put in every one of our important cities. With the power, we'll be able to constantly run dogwood farms, the Crystalworks, industry, and make our cities constantly magically warmed and illuminated for everyone.

Benefits:
1.) Faster Crystalworks. It has been stated in the Mk. 2 revision that our Crystalworks' speed is bottlenecked by the apprentices powering the facility. This design could lead to some expense reductions, likely.
2.) Dogwood farms (quickly+easily adapted to use circuits) will constantly run without human requirement, allowing us to grow food a lot faster and without the need for apprentices.
3.) Civilian steam engine industry. I don't know how we translate this to a military benefit, but it feels like we should be able to.
4.) Civilian lighting. Our streets and buildings can use AA/AAA Magegems as lighting. It's not practical for military use and not that bright, but our cities will be largely lit by Magegems.
5.) Civilian heating(/cooling). We can implement climate control circuitry in buildings to keep them at a comfortable temperature, and in buildings not important enough to be fit with circuitry we can have firewall furnaces that'll always keep occupants warm regardless of fuel or maintenance.
6.) Primitive control panels. The spire uses AAA Magegems as little lights along with labels to allow one to easily see the status of a Spire at a glance, and allow them to manipulate the Spire with the pressing of switches+buttons. This should pave the way for cooler screen/input technology in the future.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Andres

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Re: Wands Race - [Arstotzka]
« Reply #3535 on: July 02, 2017, 08:00:50 pm »

Through the magic of "spend more money on it", the Crystalworks has recieved a bump in quality.

New Spell: Spend More Money on It

This magic spell reduces the expense level of designs, relative to how expense the spell itself is. If it's a National Effort, it reduces the expense level of 1 design. If Spend More Money on It is Very Expensive, it can reduce the expense level of 2 designs, or reduce the expense level of 1 design by 2 levels. This effect lasts only on the turn it's cast.

Glory to Arstotzka.
« Last Edit: July 03, 2017, 03:12:49 pm by Andres »
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Chiefwaffles

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Re: Wands Race - [Arstotzka]
« Reply #3536 on: July 04, 2017, 02:36:31 am »

A new AS-R2 design for after this combat phase. We've made armor, transport, and now we just need an effective weapon to truly capture a huge lead in terms of infantry.

Design: AS-R2 Service Rifle

The AS-R2 is the weapon for the new age of magic and technology. The definitive weapon, to be eventually issued to every one of our soldiers. Soon, a day will come when the crystal axe is but an artifact of the past, reserved for the rare instance when Moskurgers manage to get into melee range.

The AS-R2's main improvement is the magazine. What was preventing the effective use of the AS-R1 in infantry combat was its rate of fire. Sure, breech-loading can make our cannons effective weapons, but it's not enough for the fast-paced nature of melees.

Spoiler: Mundane Self-Loading (click to show/hide)

The AS-R2 was initially planned to utilize mechanical means of self-loading new bullets, but our Mathemagicians found this boring, "not cool enough", and still required loading of clips of bullets.
So we did something new. A miniaturized fabricator scroll similar to the ones we have in the Crystalworks lies in the rifle. Making the scroll small enough to fit in the rifle is easy. Fabricator circuits/scrolls radically grow in size with complexity, but a bullet is a relatively simple shape and our new Crystalworks fabricators from the Mk. 2 Crystalworks make this even easier.

The crystal fabricator, being circuit-based, is easily activated automatically by the firing circuits after the previous bullet leaves the chamber. Of course, recoil is still an issue and fabricating Crystal isn't completely instant, so the gun isn't fully automatic by any definition. We've slowed the fabrication process compared to the Crystalworks to allow for increased energy efficiency. Yet its rate of fire is extremely faster than anything we've ever made before.
The Crystal bullet is tweaked to be made out of slightly heavier durable crystal. The tweaks here are of course minor. They're not in any shape or form able to be applied elsewhere, but are just enough to allow the crystal bullets to be on par with their more regular counterparts.

The gun can be powered via three methods:
1.) Crystal wiring input slots near the handle and near the back can be connected to external power sources, allowing the gun to be operated as if a wizard was using it by anyone. We don't have anything that can take advantage of this yet, but having this input ready is very easy to do.
2.) Direct operation by a mage is easy and very viable, as mages can fire the weapon without stopping to reload.
3.) Operation by a mundane user is slightly different. The AS-R2 is powered by two AA Magegems inserted into the bottom. The AA Magegems are paired and attached together in a clip to be easy to reload. The two Magegems have enough power combined for two firings. The SPSF-C powering the AS-R1 still left some energy in the AA Magegem, just not enough to be useful. We can use this to power the crystal fabrication.

The barrel of the gun takes advantage of the Crystalworks Mk. 2 to be much more exact in its construction and rifling, ensuring great accuracy increases. We're aiming for the AS-R2 to remain accurate up to Extreme range (which is its max range), but remaining accurate to Long range would also be acceptable.

Finally, a scope is placed on the top of the gun using modified Crystal Glass (again taking advantage of the more precise and easier-to-use processes of the Mk. 2 Crystalworks!) that magnifies whatever's behind the glass. This "Optical Crystal" can be used to allow the user to see precisely at Extreme ranges, and perhaps even spot for artillery at BLOS(+1). We doubt it'd be useful for sniping at BLOS even if the gun could reach that far, but we don't need that. The Scope can be attached and detached as necessary.

The Crystalworks Mk. 2 should allow for the Rifle to be Cheap in construction. Though mundane users are bottlenecked by the Magegem cost, the actual rifle itself should be Cheap thanks to the new Crystalworks being able to more effectively fabricate complex shapes and whatnot. The AS-R1 never benefitted from the Crystalworks despite its brethren like the AS-HAC-1 receiving cost reductions.

If we have time left in the project, we wish to use the enhanced nature of the Crystalworks to implement magic-insulating crystal into the design, protecting the circuits from anti-magic and allowing the rifle to operate in anti-magic fields. Even better would be implementing this design into the circuitry of the AS-LFV-1 Protector.


The result shall be amazing. A rifle that doesn't require loading of bullets! For our Mages, this shall be a devastating weapon, allowing them to continuously fire without reload. The fact that every mage will be getting one should even assuage our Mages' (and Bjorn's) dislike of being human batteries! With this weapon, our mages shall be able to become devastating weapons of war.
Even our mundane infantry shall benefit. The AS-R2 completely obsoletes the longbow by being accurate, deadlier, and quicker-firing. Even if they have to load in a new Magegem clip between 2 firings, their rate of fire shall experience drastic improvements compared to the much harder bullet breech-loading and Magegem loading every single firing in the AS-R1.
Snipers shall rejoice as they can accurately snipe enemy officers from safety. As they can easily spot and acquire new targets then accurately and quickly dispatch them.
Artillery operators and disposable apprentices alike shall be overjoyed as flare-spotting becomes replaced by the much more effective optical spotting from safe distances!


TL;DR: A new rifle. The main improvement is the loading. Instead of being boring and just implementing self-loading, we give the AS-R2 a crystal fabricator like the Crystalworks. It fabricates new crystal bullets on the fly. This lets our mages fire without reloading, and means our mundane troops only have to load Magegems. Accuracy improvements mean it should at least have an Effective Range of Long, if not Extreme. It should be Cheap for wizards and as soon as we upgrade Magegems/get Aethergems, it should also become Cheap for mundanes as well. The scope makes it much better for sniping. It also serves as a better spotting tool. Anti-magic resistance is frankly unlikely, and should be done first in revisions if we don't get it.
A devastating weapon to bring about a new age of warfare!

Bullet Fabrication - We make a scroll fabricating (machine) crystal bullets that're as effectively tough+heavy as regular bullets (should be easy given size). Should actually be relatively easy given the Crystalworks Mk. 2 and the simple structure of bullets. Fabrication is done automatically because it's a circuit and we already have a circuit controlling firing, but the gun isn't automatic because 1.) Recoil and 2.) Fabrication isn't completely instant (we intentionally nerf fabrication time to increase energy efficiency). Should massively increase rate of fire. Especially for mages. See Power Requirements for more details.
Accuracy - Take advantage of the Crystalworks Mk. 2's more precise fabrication abilities to make more consistent and precise rifling+barrels, increasing accuracy. The rifle's max range is already Extreme, but the AS-R1 is accurate only up to Medium. We aim to increase accuracy to at least Long if not Extreme. Shouldn't be hard because it's basically just getting a fairly-reasonable benefit from the Crystalworks Mk. 2. It can make more complicated structures easily, so just apply that here.
Scope - Modify Crystal Glass (using our extreme knowledge in modifying Crystal + the Crystalworks Mk. 2) to magnify distant targets. Put a scope made out of the stuff on the rifle, and allow it to be taken on/put back on in the field.
Power Requirements/Loading - Add tiny slots to allow an external power connection if/when we develop that. A wizard can operate it for as long as they want, being free of bullet requirements. Mundanes use 2x AA Magegem clips that can power 2 firings (and new bullets) each. Fluff why: The SPSF-C doesn't completely drain an AA Magegem, so we can use the extra energy to power bullet fabrication. The magegem reloading is still much faster than loading a new Magegem and bullet in the AS-R1 and only has to be done per 2 firings, making the RoF really fast compared to anything else.
Anti-magic Resistance - Low priority. Use the Crystalworks Mk. 2's ability to create more advanced structures to make magic-insulating crystal (based off of resistive crystal) so we can make the AS-R2 immune to anti-magic. If done, preferably also applied to the Protector as well.


Expense - The Crystalworks Mk. 2 bonus never applied to the AS-R1 even though it applied to the AS-HAC-1 (I may bring this up with evicted directly). So expense-wise, we're basically using a "resource expense credit" here like we did with the Mountains metal bonus and the first Crystalworks bonus when revising our old stuff into crystal construction. So making the rifle Cheap should be extremely easy. Of course for mundane users they're still bottlenecked by Expensive AA magegems.
Difficulty - (Relatively) surprisingly easy, thanks to the Crystalworks Mk. 2. Bullet fabrication is just applying something we already have to the rifle and having it produce a simple crystal shape, made easier by the Mk. 2. Accuracy is just leveraging the more precise nature of the Mk. 2. And the scope is a modification of Crystal Glass exploiting, you guessed it, the Crystalworks Mk. 2.




EDIT: Here's a design for a walker! Wizard-only, but once we get Aethergems we can maybe revise a mundane version. We need breakthroughs in control tech first, though. The AS-R2 or another foray into crystal bullet fabrication is required, however. Anti-magic resistance is obviously a necessity.
I should also ask Evicted about the (minimum) size of the IDE so I can plan the design better.

Future(?) Design: AS-MCU-1 "Walker"
Mechanized Combat Unit

The AS-MCU-1 Walker is an amazing creation. In a way, a man made out of crystal. With joints powered by unnatural means. Strength that the strongest human could never hope to rival. A menacing off-putting presence announcing its place on the battlefield.

The walker is shaped vaguely like a humanoid with a slightly larger torso in proportion to the rest of its parts, and the lack of a head. Size-wise, it's somewhere between two and three times as tall as the average soldier.
The pilot is strapped into the torso, in a cockpit covered with Crystal Glass. Hidden ventilation, similar to the combat armor, allows breathing. Entry and departure is a lengthy process, designed to ensure that the cockpit is as secure as possible during combat. A soldier will enter combat in a Walker, and leave combat in a Walker.

In the torso, behind the pilot, lies the Internal Detonation Engine. Breakthroughs in crystal gears enhanced by circuits allow for the IDE to quickly and nimbly move the Walker as if it were a human.

The Walker's left "hand" is actually an AS-HAC-1, adapted to use the crystal shell fabrication found in the AS-R2. The cannon requires no direct labor to operate. The blastball is remotely controlled by circuitry. The bullet is automatically created by the integrated crystal fabricator. Maintenance is of course obsolete to the regenerating crystal. The integrated AS-HAC-1 is a formidable weapon. Extreme agility, fast loading, on this armored frame allows for it to be unmatched in combat.
On the right "hand" is a giant crystal broadsword, to slash into crowds of foolish massed Moskurger infantry.

The Walker is controlled by advance circuitry "linking" to a Wizard. While the concept of linking circuits to minds may seem complicated when put that way, it's shockingly simple. In a way, the wizards cast "spells" into the input circuits. Things like "go this way", or "move my right arm like this", all while supplying the magical power required to operate the mechanism. The circuits translate these "spells" into the finer input required.
We hope to some day adapt the Walker for use by mundane soldiers. We believe we can utilizing Aethergems and a more advanced application of our mind magic. We're not even aiming at attempting this in the Walker design, but some day.

Armor on the Walker can of course resist anything Moskurg can throw at us. The nature of Crystal makes this easy, and the power of the IDE means we can afford to make something heavy. Ballistae bolts aren't a problem at all. Lightning is c


The Walker will be a devastating weapon of mass destruction. Unstoppable by anything Moskurg can throw at us. Able to lay ruin to entire squads with its cannon and swords. Able to tank anything. Agile, nimble, quick. A weapon of the future for sure.

TL;DR: A basic mech with a sword and cannon.
Armor - Standard crystal armor resists all standard Moskurger weapons. Lightning is countered by resistive crystal layering, something which we have and don't even have to work at to implement thanks to the Crystalworks Mk. 2.
Weapons - A giant crystal broadsword in one hand, and an integrated AS-HAC-1 in the other. The AS-HAC-1 is unremarkable except for the fact that it uses the crystal fabricator of the AS-R2. Considering how easily we did things like this before (implementing breech loading from the AS-HAC-1 into all other cannons. Sure, we got a 6, but this was in addition to fixing breech loading), this shouldn't be a problem. This means the AS-HAC-1 can fire much more quickly and doesn't have to be manually loaded.
Locomotion - Gears (enhanced by circuits) powered by an IDE. Main innovation here is basically upping our knowledge of mechanics so we can handle this stuff. Considering that this is the primary focus of the design, it shouldn't really add much difficulty to the design.
Appearance/Structure - Roughly humanoid (2-3x as large as avg. human), but with a proportionally large torso (to fit the pilot and the IDE behind the pilot) and no head ('cause we don't need a head). It has no hands, and has weapons (sword+cannon) where its hands would be. It's entirely armored in crystal and has a crystal glass "cockpit" where the pilot is strapped in. To ensure that the cockpit is secure during combat, entry/exit is a long process.

This is possible. We can actually do this. Everything's in place. We have the mechanical knowledge. We have the engine. We have the materials. We can do this!


Also, we should totally make a Flamethrower. We have everything we need to do it. Hell, it should actually be really easy to make one.
« Last Edit: July 04, 2017, 05:17:24 am by Chiefwaffles »
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

FallacyofUrist

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Re: Wands Race - [Arstotzka]
« Reply #3537 on: July 04, 2017, 07:13:45 am »

Moskurg Pig Soldier: "What's this supposed to do? Our armor is totally heat locked!"

The rifle is a good idea, but I'm still pushing for catgirls.
1. Stealth! Possibly magically aided!
2. Reflexes!
3. Night Vision! Excellent lookouts!
4. Emergency Claws!
5. Morale Boost because Cuteness!
6. Excellent building blocks for other modifications!
7. Surprise value!
8. Diversification!

Join the feline dark side!
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Generic Arms Race.

Would you like to play a game of Mafia? The subforum is always open to new players.

andrea

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Re: Wands Race - [Arstotzka]
« Reply #3538 on: July 04, 2017, 07:34:04 am »

no catgirls.

VoidSlayer

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Re: Wands Race - [Arstotzka]
« Reply #3539 on: July 04, 2017, 12:07:39 pm »

Quote
BJORN
4 - Plains: RAM, Chiefwaffles, Helmacon, Andres, voidslayer

MYARK
2 - Desert: Andrea, Chiefwaffles
1 - Plains: Andres, voidslayer

ORDERS
1 - If Moskurg heir is captured, turn her into an Arstotzkan: Andres
1 - Allow women into our army to double our troop count: Andres
2 - Don't allow women into army (For keeping long term society viable): Chiefwaffles, Andrea
1 - No orders this turn, let culture take it's natural course: Voidslayer

I really do not like any of those orders, also we should totally have Myark work with our heir to push the plains, we can maybe get a double front in the desert.
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