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Author Topic: Gridhood: Aspects of Time  (Read 10378 times)

Talion

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Re: Gridhood: Aspects of Time
« Reply #75 on: August 25, 2018, 01:42:12 pm »

Pusillanimous Summation
1 worker prays to Ooo ("Thanks for the food")
3 workers forage at G9
2 workers research Mad Strain
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Screech9791

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Re: Gridhood: Aspects of Time
« Reply #76 on: August 25, 2018, 01:54:21 pm »

Gilbert creates boreal forests at E6, E7, and F7.
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Supernerd

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Re: Gridhood: Aspects of Time
« Reply #77 on: August 25, 2018, 02:23:26 pm »

The Stonejaws

The stonejaws decide that since they have a full five logistics slots, then they might as well split the actions so that they can get a better feel for the food yield of the tiles.

1 worker forages at F4
1 worker forages at F4
1 worker forages at E5
1 worker forages at E5
1 workers researches Geophagia
« Last Edit: August 25, 2018, 02:37:12 pm by Supernerd »
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TricMagic

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Re: Gridhood: Aspects of Time
« Reply #78 on: August 25, 2018, 02:33:42 pm »

Quote from: Topic Post rules for Civs
At the Start, you can only forage for food on your tiles, and tiles 1 tile away from you.

So if you settle at B-2, you can only forage at B-1, A-2, B-3, and C-2. As well as your home tile, B-2.

Foraging Diagonally is not yet a thing. The rest is correct though.

Can't forage diagonally yet. You actually need research to do so.
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Detoxicated

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Re: Gridhood: Aspects of Time
« Reply #79 on: August 25, 2018, 02:42:39 pm »

Shashame tribe
2 Workers forage for food at D1
2 workers forage for food at b1
2 workers research Mangrove Survival
2 workers research agile movement
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Elvish Miner

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Re: Gridhood: Aspects of Time
« Reply #80 on: August 25, 2018, 10:07:06 pm »

Pleased with their work, Maut creates an additional seasonal savannah tile on J3, to help the Iron Claws avoid the same tile forage penalty.
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Maximum Spin

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Re: Gridhood: Aspects of Time
« Reply #81 on: August 25, 2018, 10:15:03 pm »

Sagan puts a 5FP loess-rich (thus highly fertile) plains tile at H9, to encourage the development of agriculture.

"Could really use some worship so I have direction on whom to favour and how."

BTW, would you mind either marking the habited tiles on the map or noting them in the civ list? It's already getting hard to keep track of where I can put tiles to make them accessible to civs.
« Last Edit: August 25, 2018, 10:16:46 pm by Maximum Spin »
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Prismatic

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Re: Gridhood: Aspects of Time
« Reply #82 on: August 26, 2018, 03:49:47 am »

Blessed of Ooo are the red sands of the desert! The streams of time are distorted in this region, and the boundaries between them have grown hazy, facilitating divination even in those not gifted with Sight. They who wander here are prone to perceive, amidst the shifting dunes, glimpses of things that were, things that are, and things that will be.

Ooo spends 5 FP to add the Visions modifier to G8. Workers in this tile occasionally have revelatory visions about events from the past, present or future of this Gridhood. These visions can be clear portrayals or cryptic dream-like scenarios, simple or detailed, and may revolve around any object, creature, landform, god, civilisation, etc from around the world, as determined by GM discretion.
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King Zultan

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Re: Gridhood: Aspects of Time
« Reply #83 on: August 26, 2018, 05:02:28 am »

Blarg creates a peat bog on E1 and E2.

Is there going to be a point in the game where we can create random animals and stuff like that?
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TricMagic

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Re: Gridhood: Aspects of Time
« Reply #84 on: August 26, 2018, 07:28:59 am »

That will be added later on, yeah.

Though if you want to add an animal to a tile right now, that's 5FP flat. 3FP later on.

Also, Ooo, what you described either needs 25 FP, or 10FP and 1 GP.


Sagan, http://www.bay12forums.com/smf/index.php?topic=171791.msg7834009#msg7834009

This is at the beginning of tis thread. Aspects and locations have been added.

Turn list is below the turn 0 post.


I am also assuming you want it accessible to the Summation?
« Last Edit: August 26, 2018, 09:01:58 am by TricMagic »
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TricMagic

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Re: Gridhood: Aspects of Time
« Reply #85 on: August 26, 2018, 11:30:32 am »

Turn 5- Event: And the Heavens Rain Down.


The Stars and Ice Shatter, sending torrential rains across the Land.


God Actions

Gilbert creates Boreal Forests at E-6, E-7, & F-7.

Maut, fickle as it seems, creates an additional Seasonal Savanna at J-3.

Sagan looks to create interest in agriculture, creating loess-rich Plains at H-8.

Ooo looks to change the world, but lacks the power to do so.{25 FP or 10FP 1GP}

Blarg Creates Peat Bogs at E-1 & E-2.

The God of Magic is lost amidst the chaos! All Gods Gain 1 FP.{Assuming it's still gone in five turns, this god will die.}

All Gods Gain 1 FP.


Civ Actions

Torrential Rains Sweep Across the Glaciers.
Ice-reach
2 Workers forage at G6. They find 0 food. 1 worker contracts mild hypothermia and cannot work next turn.
2 Workers make primitive tools
1 Worker researches Simple Magic
3 Primitive Houses Collapse from the fierce winds and heavy Ice! Gilbert gains 1 FP.
1 worker starves to death! Maut Gains 1 FP.


Torrential Rains Sweep Down the Mountains.
Iron Claws
4 Workers forage at I2, collecting 9 food. A monsson is sweeping across the savanna. Thankfully, the workers are uninjured. they even got 1 more food blown into one unlucky worker.
2 Workers make primitive tools
1 Worker prays to Maut +1FP
3 Primitive Houses collapse from the run-waters!


Torrential Rains Sweep across the Sands. It's quite pretty, in a primordial sort of way.
Pusillanimous Summation
1 worker prays to Ooo ("Thanks for the food") +1FP
3 workers forage at G9. They collect 12 food. The rain is fierce, but beutiful.
2 workers research Mad Strain, and 1 worker snaps! 1 worker has become a Mad Genius!
2 Primitive Houses collapse from the Rain!

Torrential Rains Sweep Across the Land
The Stonejaws
2 workers forage separately at F4. 1 worker finds 1 food and gets lost in the heavy rains. The other finds 2 food. They manage to regroup and head home with 3 found.
The lost worker learned about some sort of hard shelled thing in the tidepools.

1 worker forages at E5, and is lost in the Storm!
1 worker forages at E5, and is lost in the Storm!
1 workers researches Geophagia, and the tech is complete.
Heavy Rains and Wind utterly destroy your campgrounds. Thankfully, the worker at home managed to save all your food. The Central Basin has flooded!


Torrential Rains Sweep through the Wetlands
Shashame Tribe
2 Workers forage for food at D1, finding 5 food. They note the water level has risen.
2 workers forage for food at B1, and find 3 food. Your workers also lug back some kind of rock, for some reason, along with a fish.{+2food}
2 workers research Mangrove Survival
1 worker researches Agile Movement{you have 7 workers, not 8}
Heavy Rains, Wind and Flooding has destroyed most of your campground! You also lost 3 food in the flooding. 1 worker saves the rest. Agile Movement has increased by 1.


Spoiler: Gods (click to show/hide)

Spoiler: Civilization (click to show/hide)


Primitive houses can be built for 1 labor and no resources.
« Last Edit: August 26, 2018, 01:58:21 pm by TricMagic »
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Supernerd

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Re: Gridhood: Aspects of Time
« Reply #86 on: August 26, 2018, 11:36:51 am »

The Stonejaws

The Stonejaw tribe is probably not going to be around much longer.

3 workers construct Primitive Houses.
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PaPaj

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Re: Gridhood: Aspects of Time
« Reply #87 on: August 26, 2018, 11:37:35 am »

Iron Claws
3 Workers using 2 primitive tools forage at J3
4 Workers reaserch Metal Ingenuity
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Maximum Spin

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Re: Gridhood: Aspects of Time
« Reply #88 on: August 26, 2018, 12:08:57 pm »

Sagan expends 5FP to upgrade G5 with many comfortable ice caves suitable for habitation!

Oh, and H8 is what I wanted, yes.
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Screech9791

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Re: Gridhood: Aspects of Time
« Reply #89 on: August 26, 2018, 12:29:44 pm »

Gilbert creates arctic catnip plains at D5,D6,D7,D8,E8, and F8.
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