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Author Topic: Hive Race: The League  (Read 24169 times)

Jilladilla

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Re: Hive Race: The League
« Reply #30 on: August 08, 2017, 06:29:15 am »

We should probably  revise it, we need as few long teen issues as possible right now.

A good point, yes. But it would only leave us with one die to spend in the Strategy Phase, unless there was only one thing you wanted to do during that time, of course.
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stabbymcstabstab

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Re: Hive Race: The League
« Reply #31 on: August 08, 2017, 08:13:12 am »

You got any ideas what we could use the dice for otherwise?
We could also wait till next turn and instead of a design revise all of our equipment into better versions.
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Nirur Torir

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Re: Hive Race: The League
« Reply #32 on: August 08, 2017, 09:21:50 am »

I propose that this turn we fix that bug and build a major camp. Next turn we design and build a magic academy. If we really want better equipment, we could then use that to help with permanent enchantments for our elites.
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stabbymcstabstab

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Re: Hive Race: The League
« Reply #33 on: August 08, 2017, 09:58:57 am »

Sounds like a Good plan
« Last Edit: August 08, 2017, 10:10:51 am by stabbymcstabstab »
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Khan Boyzitbig

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Re: Hive Race: The League
« Reply #34 on: August 08, 2017, 10:04:09 am »

Lets try and deal with this issue before it removes our feet. We will need to (in the near future) improve our transports but we get more ships every turn anyway. More mages will be needed sooner than more boots on the ground.
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Re: Hive Race: The League
« Reply #35 on: August 08, 2017, 10:51:01 am »

I'll also (hi) throw in a vote for fixing the political agenda inside the levy barracks.
Maybe have a standardised drill plan, with it falling upon the head of the teacher if any student is found to be inadequate?
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Iituem

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Re: Hive Race: The League
« Reply #36 on: August 08, 2017, 12:44:45 pm »

Looks like we have consensus on working out the corruption in the camps.  Unless anyone says anything in the next half hour, I'll turn through to the last phase.
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Jilladilla

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Re: Hive Race: The League
« Reply #37 on: August 08, 2017, 02:10:39 pm »

I'm giving a +1 on nipping corruption in the bud. (I know it's too late to vote, I'm still giving it my approval)

Mage Academy next turn would also be a good idea, but let's hear some alternatives before just bandwagoning?

(Another thing we might want to do in the nearish future is develop Iron Working. While super early iron wasn't better than bronze, the reason it was used was simple: Iron is EVERYWHERE. Copper and tin are rarely found together, too. It should, at the very least, boost our ore income (due to iron's relative ubiquity, and being able to utilize more of the metals we dig up), for when that becomes the limiting factor on troop recruitment. Probably not a thing we need to do now, or even in the next few turns, but it is something to keep in mind.)
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Iituem

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Re: Hive Race: The League
« Reply #38 on: August 08, 2017, 02:45:15 pm »

Revision: Less Corrupt Trainers  [Bugs: 1]

We have tried to cut down on corruption by providing a more standardised drill pattern and even offering punishments for non-compliance, but the camps are simply spread too far out and the League itself is hardly a cohesive political entity.  Too many veterans pay lip service to the changes and then go on as they were before.  These measures are likely to only make a few crooked men honest.

It is now the Strategy Phase.  You have 1 die remaining.
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Nirur Torir

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Re: Hive Race: The League
« Reply #39 on: August 08, 2017, 02:46:45 pm »

Mage Academy next turn would also be a good idea, but let's hear some alternatives before just bandwagoning?
I agree. Since we start with a complete order-of-battle, now is the only time when we won't need to be fighting fires.

We could use more agriculture, although it's not critical. Population growth looks to slow down as cities grow, so we'll probably stabilize in a few turns, but the reduced training would hurt.

We could build on the military training idea, either an officer school or improving the minor training camps.

We could settle new resource areas now (especially trees, which we don't have any off of the central landmass), and build storehouses. They'd probably cost dice, so I'd really rather not.

We could build new docks to increase ship build speed and be able to build bigger ships when we need them.

A search for our most skilled craftsmen, to spread their knowledge out. Could let us go towards guilds, which would help with education and probably strategic construction.

We could diversify our spell schools now, so we can react faster later. I'd like a mage school first.
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Jilladilla

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Re: Hive Race: The League
« Reply #40 on: August 08, 2017, 02:58:55 pm »

Well... That roll really could've gone better... We should still fix it later, but it'll have to keep for now.

So, the question now is as thus: What do we do with this die? Remember that saving it is a valid option too.

(Iituem? If we roll a third one in a row, can we request new dice?)
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Nirur Torir

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Re: Hive Race: The League
« Reply #41 on: August 08, 2017, 03:12:03 pm »

Build the major camp in Dorytos. Possible XP towards education, and a 6 might just fix the problems with the minor camps.

(Our capital is delicious.)
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Jilladilla

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Re: Hive Race: The League
« Reply #42 on: August 08, 2017, 03:15:36 pm »

Yup, leaning towards building that camp in Dorytos myself.
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Happerry

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Re: Hive Race: The League
« Reply #43 on: August 08, 2017, 03:45:06 pm »

I'll vote for making the camp in Dorytos... Though we really should be using a proper vote format before we get bad habits in this thread.
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Iituem

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Re: Hive Race: The League
« Reply #44 on: August 08, 2017, 05:24:01 pm »

I'll vote for making the camp in Dorytos... Though we really should be using a proper vote format before we get bad habits in this thread.

Please do, it makes my life a lot easier.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.
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