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Author Topic: Age of Calamity and Regrowth: Discussion Thread - End  (Read 9521 times)

Nirur Torir

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Re: Age of Calamity and Regrowth: Discussion Thread
« Reply #150 on: April 02, 2023, 09:07:36 pm »

It's still alive. My first try at the map was a demoralizing failure, but the turn is mostly done now.
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Egan_BW

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Re: Age of Calamity and Regrowth: Discussion Thread
« Reply #151 on: April 02, 2023, 09:09:50 pm »

Alright. This game is a high-calorie food, so feel free to take some time.
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Criptfeind

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Re: Age of Calamity and Regrowth: Discussion Thread
« Reply #152 on: April 02, 2023, 09:37:55 pm »

Fair enough, making an entire map for a game like this seems like an enormous undertaking, so totally understandable if it's taking a bit.
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crazyabe

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Re: Age of Calamity and Regrowth: Discussion Thread
« Reply #153 on: April 02, 2023, 09:56:18 pm »

I think half the issue is making a *coherent* map, where rivers lead from A to B to C and you don't have deserts directly bordering a single tile of ocean bordering a line of forest bordering etc just to fit players in a reasonable space.
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Egan_BW

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Re: Age of Calamity and Regrowth: Discussion Thread
« Reply #154 on: April 03, 2023, 07:51:00 am »

The Calamity is an okay excuse for some terrain to not make sense. And then over time its influence can wear off and the normal climate can cause problems for us. :p
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IronyOwl

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Re: Age of Calamity and Regrowth: Discussion Thread
« Reply #155 on: April 03, 2023, 02:03:12 pm »

If only there were some way to trigger a second calamity to return things to normal...
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Egan_BW

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Re: Age of Calamity and Regrowth: Discussion Thread
« Reply #156 on: April 03, 2023, 02:30:58 pm »

Science Grug Man recommend punching the ground really really really hard.
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Stirk

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Re: Age of Calamity and Regrowth: Discussion Thread
« Reply #157 on: April 03, 2023, 03:00:56 pm »

Science Grug Man recommend punching the ground really really really hard.

That is basically how farming works, you are already doing that
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Toaster

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Re: Age of Calamity and Regrowth: Discussion Thread
« Reply #158 on: April 03, 2023, 04:02:29 pm »

If only there were some way to trigger a second calamity to return things to normal...

Truly the Bay12 way.
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Nirur Torir

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Re: Age of Calamity and Regrowth: Discussion Thread
« Reply #159 on: April 03, 2023, 04:23:03 pm »

I think half the issue is making a *coherent* map, where rivers lead from A to B to C and you don't have deserts directly bordering a single tile of ocean bordering a line of forest bordering etc just to fit players in a reasonable space.
Most of it is that I have bad time management skills and this game isn't my top priority. I'd hoped it would be easy to get out one turn a week out anyway. Hopefully it will go more smoothly once it all gets started.
I'm happy to see that there's still enthusiasm for it to get properly started.

The Calamity is an okay excuse for some terrain to not make sense. And then over time its influence can wear off and the normal climate can cause problems for us. :p
Well now you're making me feel like I made it too normal and should take another week to re-map it again to look like a proper post-apocalypse. [/joke]
I like how the map came out. It's a bit tricky, but hopefully in a way you'll find fun once you figure it out.
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Criptfeind

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Re: Age of Calamity and Regrowth: Discussion Thread
« Reply #160 on: April 03, 2023, 06:55:53 pm »

When does excess population have it's labor added to the bonus pool? I guess I assumed it'd be the same time as normal population adds it's labor to the normal pool, but that doesn't appear to be the case :P. Is it before population growth but after the turn then?
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Nirur Torir

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Re: Age of Calamity and Regrowth: Discussion Thread
« Reply #161 on: April 03, 2023, 07:35:29 pm »

When does excess population have it's labor added to the bonus pool? I guess I assumed it'd be the same time as normal population adds it's labor to the normal pool, but that doesn't appear to be the case :P. Is it before population growth but after the turn then?
Originally, yes.
But you're right. Not only does new population growth to 11,000 immediately add a new labor unit, but changing it will simplify the process to avoid mistakes.

I'll change it. You have 11 labor for the turn.
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Criptfeind

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Re: Age of Calamity and Regrowth: Discussion Thread
« Reply #162 on: April 03, 2023, 08:10:51 pm »

Ironically not a good thing for me probably since I'm still at a fairly low efficiency per labor point in the game, I might have been better off keeping my mouth shut and cashing in the bonus population next turn :P. But I think I do like it this way overall more.
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Criptfeind

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Re: Age of Calamity and Regrowth: Discussion Thread
« Reply #163 on: April 04, 2023, 09:07:57 am »

How does the bonus productivity from moral work exactly? Might come up next turn. Both in general but also a few specific questions I had (assuming I have a right general idea of how it works, no guarantee :P) Does it mean I can produce 1/10th of resources, and can they be carried forward into future turns? For people that turn one resource into another do they need higher inputs? Like if a clothier makes 1.1 clothing does that cost 1 or 1.1 wool? Does it effect income from non labor sources, like shrines? If I can make .1 resources can I use .5 food as a luxury for 1000 population?

Or maybe I'm just thinking about it wrong and it works in some totally other way.
« Last Edit: April 04, 2023, 09:13:15 am by Criptfeind »
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Nirur Torir

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Re: Age of Calamity and Regrowth: Discussion Thread
« Reply #164 on: April 04, 2023, 11:47:15 am »

How does the bonus productivity from moral work exactly? Might come up next turn. Both in general but also a few specific questions I had (assuming I have a right general idea of how it works, no guarantee :P) Does it mean I can produce 1/10th of resources, and can they be carried forward into future turns? For people that turn one resource into another do they need higher inputs? Like if a clothier makes 1.1 clothing does that cost 1 or 1.1 wool? Does it effect income from non labor sources, like shrines? If I can make .1 resources can I use .5 food as a luxury for 1000 population?

Or maybe I'm just thinking about it wrong and it works in some totally other way.
That gives us problems like potentially having x.9 stone and then a morale event bonus disappears, leaving you sitting on an unusable extra stone, in addition to that added crafter complexity.
The way it works: I have a section of the turn where I have usable labor separate from food and luxuries needed. Having a 10% production boost will cause every 10k pop to give an extra usable labor, with no increase to food and luxury costs.
I think I want to keep it simple and always round down, such that 19k pop with +10% will always give only 1 extra labor.
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