Equilateratoria

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Re: Equilateratoria

Postby MarbitChow » Thu Jun 13, 2013 10:04 pm

Hey guys. Sorry for the delay. Due to a project deadline yesterday and jury duty today, next turn won't be processed until friday night/ saturday morning.
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Re: Equilateratoria

Postby BrimStone » Mon Jun 17, 2013 5:45 pm

Hey Marbit - No worries we all know that life can catch up very unexpectedly.
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Re: Equilateratoria

Postby Alternative13 » Wed Jun 19, 2013 1:05 pm

OOG:
Hello, I would like to join.

If that's okay I'd appreciate input on the Classes. I consider three options:

Forester/Stonemason: There is currently only one Stonemason (as opposed to two Leatherworkers/Metalurgists that have seen far less use) and the combination of gathering resources and constructing structures is quite a fine prospect. I could immediately after popping gather some wood make a spear and move south with a weapon ready to either start hunting pig to ready food for the front or make my way to the battle myself - whichever is more desired.

Mystic/Farmer: Ideal combination for mass producing food from pigs (calm then butcher). Replaces the Mystic lost with Katara. I could use this ability immediately to refill the Granary to force feed anyone that gets incapacitated against the green thingies.

???/Specialist: The extra actions intrigue me. Forester/Specialist can produce both food and wood once they are leveled to the next tier. Miner/Specialist would probably be nice as well; with three Miners available already the previous options seem more tempting despite the stone bottleneck.

Thoughts? I think number two is most tempting.
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Re: Equilateratoria

Postby WhirdCheese » Wed Jun 19, 2013 1:11 pm

We actually have a system in place for butchering, and George can produce enough food on his own for the entire group. We don't need another farmer.
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Re: Equilateratoria

Postby MarbitChow » Wed Jun 19, 2013 2:34 pm

Welcome, Alternative13. I'll let the players provide feedback on the skill sets. Note that the Hunter skill set is somewhat under-represented currently. I'll be changing the Hunter's advanced tiers, since they were created before the combat system was finalized, and don't make much sense now. More details on that later.

I'm about 75% done processing the latest turn (although I've got to get back to work first, so it will still be a few more hours before it's published...), so you won't be able to pop during this turn, but if you choose a name and skill set in the next few days, you can spawn at the end of the next turn, and start issuing action orders after that.

For reference, here's the current skill set breakdown:

    Leatherworker x2
    Farmer
    Mystic x2
    Scout x3
    Hunter
    Forester x2
    Warrior x3
    Miner x3
    Stonemason
    Metallurgist x2


Hunter / Stonemason gives you combat abilities, potentially leading towards a combat demolitionist.
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Re: Equilateratoria

Postby Werebiscuit » Wed Jun 19, 2013 4:55 pm

hunter /stonemason seems a decent skillset spread. Although currently the stonegathering is the bottleneck with 3 levelled miners and a quarry it won't be so much of a bottleneck especially as we've got a few buildings already. Soon transport of the resources will be a bigger bottleneck than gathering and we don't have an applicable skill to solve that problem apart from maybe training animals
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Re: Equilateratoria

Postby MarbitChow » Wed Jun 19, 2013 9:24 pm

George can't convince a pig to pay any attention to him, so he returns to the Summoning Zone alone.

A few notes on the resolution this time. First off, I think I need to make a clarification: Banking an action is not an action. It's simply a way of saying "I'm not spending all my actions this turn." You can choose to spend 0 actions during the turn, but only one rolls over to the next turn.

0beron, this impacts your declared actions directly, since the intent appears to be that you wanted to be not quite in the next zone, but able to enter after a single action.
The down side of this is that you're fully in the zone, able to be attacked like everyone else (although the orbs have already selected targets, it seems).
The up side is that you cross during the same turn as everyone else, so you gain "fog reveal" XP like everyone else.

That leads me to the next clarification: from now on, crossing zones is an all-or-nothing action. You either spend 3 actions in a single turn, or you don't cross. If there's a road, it's a non-issue.
Thus, if you try to declare a flee condition (for example, "leave the zone when Hits drop below 5"), you'll need to meet that criteria AND have enough actions left in that turn, otherwise you'll fail to leave, and will need to spend the full 3 actions next turn to do so.

Also, a reminder that transfering equipment (including bacon) to another player costs an action when you're in combat.

Map:
Image

Turn Actions:
Spoiler: show
WhirdCheese (George) : {in B2} Equip bacon (max), Move W {to B1} (3 actions), Move N {to A1} (1 action), (free) eat
0beron (Arthemy) : {in B1} Move E {to B2} (1 action), (free) forage, Equip bacon (max), Move S {to C2} (3 actions)
LTDave (Eric) : {in B2} Move S {to C2} (3 action), Bank 1 action, (free) eat
ETheBoyce (Texas) : {in B2} (free) forage, Equip bacon (max), Move S {to C2} (3 action), Attack Orb (2 actions - using 1 banked)
Werebiscuit (Hyde) : {in B2} (free) forage, Equip bacon (max), Move S {to C2} (3 action), Attack Orb 3 (2 actions - using 1 banked)
Swodaems (Dod) : {in B2} Dod free builds final stone in south road, moves south with his cart, and banks action, (free) eat
turbler (Jordan) : {in B1} [Default] Gather wood (4 actions), (free) Gather wood, (free) eat
John Mandrake (Raithar) : {in B2} [DEFAULT] Attack pig (4 actions), (free) eat
Intocabille_CZ (Pace) : {in B2} (free) eat, Move S {to C2} (3 action), Bank 1 action
BrimStone (Guy the Intrepid) : {in B2} (free) eat, Equip bacon (max), Move S {to C2} (3 action), Attack Orb


Results:
Spoiler: show
B2 (Pig / Shroom Zone)

Raithar: Off 11 vs. Pig: Def 2
Raithar hits! Pig loses 3 hits. (2 of 5 Hits) Raithar feels like he's getting better at being a Warrior (5 combat action in Level 2)

Pig: Off 2 vs. Raithar: Def 10
Pig misses.
Raithar's Wood Shield absorbs the blow (-1 Defense)

-----

Raithar: Off 11 vs. Pig: Def 2
Raithar hits! Pig loses 4 hits. (-2 of 5 Hits) Raithar feels like he's getting better at being a Warrior (6 combat action in Level 2)
Pig DIES.

-----

Raithar: Off 11 vs. Pig: Def 2
Raithar hits! Pig loses 3 hits. (2 of 5 Hits) Raithar feels like he's getting better at being a Warrior (7 combat action in Level 2)

Pig: Off 2 vs. Raithar: Def 9
Pig misses.
Raithar's Wood Shield absorbs the blow (-1 Defense)
Raithar's loses Wood Shield
Raithar's gains Broken Wood Shield

-----

Raithar: Off 11 vs. Pig: Def 2
Raithar hits! Pig loses 4 hits. (-2 of 5 Hits) Raithar feels like he's getting better at being a Warrior (8 combat action in Level 2)
Pig DIES.

=====

Zone C2 (Orb Zone)

(on Action 3)

Eric enters zone.
Texas enters zone, and prepares to attack.
Hyde enters zone, and prepares to attack Orb 3.
Dod enters zone.
Pace enters zone.
Guy enters zone, and prepares to attack.

Orbs move to attack!

One: Off 5 vs. Eric: Def 9
One misses!
Eric's Wood Shield absorbs the blow (-1 Defense)

Two: Off 5 vs. Texas: Def 8
Two misses!

Three: Off 5 vs. Dod: Def 5
Three hits! Dod loses 1 hit. (9 of 10 Hits)

Four: Off 5 vs. Pace: Def 5
Four hits! Pace loses 2 hits. (8 of 10 Hits)

Five: Off 5 vs. Guy: Def 7
Five misses!

-----

(on Action 4)

Arthemy enters zone.

Texas: Off 11 vs. Two: Def 8
Texas hits! Two loses 1 hit. (14 of 15 Hits) Texas feels like he's getting better at being a Warrior (8 combat actions in Level 2)

Hyde: Off 5 vs. Three: Def 8
Hyde misses! Hyde feels like he's getting better at being a Scout (1 combat action)

Guy: Off 10 vs. Five: Def 8
Raithar hits! Five loses 2 hits. (13 of 15 Hits) Guy feels like he's getting better at being a Warrior (1 combat action)

One: Off 5 vs. Eric: Def 8
One misses!
Eric's Wood Shield absorbs the blow (-1 Defense)
Eric's loses Wood Shield
Eric's gains Broken Wood Shield

Two: Off 5 vs. Texas: Def 8
Two hits! Texas loses 1 hit. (10 of 11 Hits)

Three: Off 5 vs. Dod: Def 5
Three hits! Dod loses 2 hits. (7 of 10 Hits)

Four: Off 5 vs. Pace: Def 5
Four hits! Pace loses 1 hit. (7 of 10 Hits)

Five: Off 5 vs. Guy: Def 7
Five hits! Guy loses 1 hit. (9 of 10 Hits)

-----

(Banked Actions)

Texas: Off 11 vs. Two: Def 8
Texas hits! Two loses 2 hits. (12 of 15 Hits) Texas feels like he's getting better at being a Warrior (9 combat actions in Level 2)
Texas thinks his spear might not last much longer...

Hyde: Off 5 vs. Three: Def 8
Hyde misses! Hyde feels like he's getting better at being a Scout (2 combat actions)


Non-Combat
WhirdCheese (George) : George gain 2 bacon, adds 2 bacon to granary, eats granary mushroomn (B2 bacon store -2, A1 bacon store +2, A1 mushroom store -1)
0beron (Arthemy) : Forages, gaining 1 Hit (8 of 10), gains 2 bacon
LTDave (Eric) : Fasts [no food in C2], loses 3 Hits (7 of 10)
ETheBoyce (Texas) : Forages, gains 1 bacon
Werebiscuit (Hyde) : Forages, gains 2 bacon
Swodaems (Dod) : Dod adds 1 stone to Road {B2 S}, fasts [no food in C2], loses 3 Hits (4 of 10)
turbler (Jordan) : Fasts [no food in B1], loses 3 Hits (9 of 12), gains 4 wood Jordan feels like he's getting better at being a Shepherd (16 wood gathering action in Level 0) (B1 Wood supply -4)
John Mandrake (Raithar) : See combat (B2 bacon store -1)
Intocabille_CZ (Pace) : Pace gains 2 hits (9 of 10) (personal Bacon store -1)
BrimStone (Guy the Intrepid) : Guy gains 1 hit (10 of 10) (personal Bacon store -1)

A1 Communal Resources (home zone):
Food (mushroom) : 1 (existing) - 1 (eaten) = 0 remaining
Food (bacon) : 1 (existing) - 1 (eaten) = 0 remaining

B1 Communal Resources (pig zone):
Wood : 12 (existing) + 4 (gathered) = 16 remaining
Animal Skin : 4 (existing)
Bone : 8 (existing)

1 Tree Resource is consumed.

B2 Communal Resources (pig/shroom zone):
Wood : 5 (existing) + 5 (gathered) - 10 (building) = 0 remaining
Mushroom : 3 (gathered) - 3 (eaten) = 0 remaining
Bacon : 8 remaining - 8 (equipped) + 10 (gathered) - 1 (eaten) = 9 remaining
Animal Skin : 5 (gathered)
Bone : 10 (gathered)

George moves West {to B1}, North {to A1}
Arthemy moves East {to B2}, South {to C2} Arthemy reveals a fogged zone! Arthemy feels like he's getting better at being a Scout (9 zone-revealing actions)
Eric moves South {to C2}
Texas moves South {to C2} Texas reveals a fogged zone! Texas feels like he's getting better at being a Scout (9 zone-revealing actions)
Hyde moves South {to C2} Hyde reveals a fogged zone! Hyde feels like he's getting better at being a Scout (6 zone-revealing actions)
Dod moves South {to C2}
Pace moves South {to C2}
Guy the Intrepid moves South {to C2}


Players
Spoiler: show
WhirdCheese : "George" the Leatherworker / Farmer 2 [Craft Leather, Gather Food, Enhanced Farming, +1 Gather Food Action] Offense 5 / Defense 5 / Hits 10 of 10
    10 food-gathering actions in Level 2, 3 butcher action in Level 2
    1 action banked

0beron : "Arthemy" the Mystic 2 / Scout [Calm, Forage, Paralyze] Offense 5 / Defense 5 / Hits 8 of 10
    Equipped: 2 bacon
    1 creature-calming action, 3 hostile calm actions in Level 2; 9 zone-revealing actions

LTDave : "Eric" the Hunter 2 / Forester 2 [+1 Off/+2 Def, Evaluate Enemy, Gather Wood, Craft Wood Items/Weapons] Offense 9 / Defense 7 / Hits 10 of 10
    Equipped: Wooden Spear (+3 Offense), Broken Wooden Shield (+0 Defense)
    11 wood-gathering actions in Level 2

ETheBoyce : "Texas" the Warrior 2 / Scout [+3 Off/+3 Def, +1 Hits, Forage, Basic Armor Skills] Offense 11 / Defense 8 / Hits 10 of 11
    Equipped: Wooden Spear (+3 Offense) (deteriorating), 1 bacon
    9 zone-revealing actions; 9 attack hostile actions in Level 2, 1 Training Action

Werebiscuit : "Hyde Goseek" the Scout / Miner 3 / Gemweaver 0 [Forage, Gather Stone Block, Enhanced Mining, Sense Ore, Sense Gems, +1 Gather Stone Action, +2 Hits] Offense 5 / Defense 5 / Hits 12 of 12
    Equipped: 2 bacon
    6 zone-revealing actions, 2 attack hostile actions

Swodaems : "Dod" the Miner 2 / Stonemason 2 [Gather Stone Block, Fast Construction, +1 Build Action, Knowledge - Intermediate Structures, Enhanced Mining, Sense Ore] Offense 5 / Defense 5 / Hits 4 of 10
    Equipped: Wooden Cart
    5 stone-gathering actions in Level 2, 16 build action in Level 2
    1 action banked

turbler: "Jordan" the Leatherworker / Forester 3 / Shepherd 0 [Craft Leather, Gather Wood, Craft Wood Items/Weapons, Plant Trees, +1 Gather Wood Action, +2 Hits] Offense 5 / Defense 5 / Hits 9 of 12
    16 wood gathering action in Level 0
    1 action banked

John Mandrake: "Raithar" the Warrior 2 / Metallurgist [+3 Off/+3 Def, +1 Hits, Basic Armor Skills, Craft Iron Bar] Offense 11 / Defense 8 / Hits 11 of 11
    Equipped: Wooden Spear (+3 Offense), Broken Wooden Shield (+0 Defense)
    8 attack animal actions in Level 2

Intocabille_CZ: "Pace" the Miner / Metallurgist [Gather Stone Block, Craft Iron Bar] Offense 5 / Defense 5 / Hits 9 of 10
    Equipped: 1 bacon
    1 action banked

BrimStone: "Guy the Intrepid" the Warrior / Mystic [+2 Off/+2 Def, Calm] Offense 10 / Defense 7 / Hits 10 of 10
    Equipped: Wooden Staff (+3 Offense)
    2 attack hostile actions


Zones:
Spoiler: show
Image
Image
Image
Image

As always, let me know if any corrections are required.

(edit(s): Added banked action to Dod)
Last edited by MarbitChow on Wed Jun 19, 2013 10:43 pm, edited 1 time in total.
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Re: Equilateratoria

Postby 0beron » Wed Jun 19, 2013 9:33 pm

MarbitChow wrote:First off, I think I need to make a clarification: Banking an action is not an action. It's simply a way of saying "I'm not spending all my actions this turn." You can choose to spend 0 actions during the turn, but only one rolls over to the next turn.
0beron, this impacts your declared actions directly, since the intent appears to be that you wanted to be not quite in the next zone, but able to enter after a single action.
That leads me to the next clarification: from now on, crossing zones is an all-or-nothing action. You either spend 3 actions in a single turn, or you don't cross. If there's a road, it's a non-issue.

I really wish you had clarified this earlier, considering I repeated myself and corrected you at least once, maybe even twice. Because yes that is exactly what I was doing, I wanted to not spend all of my actions. Considering that there aren't enough enemies to attack me anyway, it doesn't make much of a difference this time, but otherwise this would have been really unfair of you to suddenly decide on this new ruling about zone-crossing.
Which leads me to my second point....I don't like that ruling. It takes away one of our few strategic options, and come to think of it directly contradicts something you were saying earlier about how Scouts could explore x number of zones in x number of turns. Now Scouts (or anyone wishing to cross multiple zones) will be potentially be stuck twiddling their thumbs for an action every turn.
"I'm afraid I don't understand. And also afraid that I do."
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.
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Re: Equilateratoria

Postby 0beron » Wed Jun 19, 2013 9:36 pm

On the topic of declared actions however, I'm gonna have to declare now and potentially "fly blind" since I'm gonna be away from my computer for the next day or more.

Arthemy will spend all actions Calming enemies, prioritizing his shots first to protect allies with lowest health, then based on ally request.
"I'm afraid I don't understand. And also afraid that I do."
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.
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Re: Equilateratoria

Postby BrimStone » Wed Jun 19, 2013 9:50 pm

I had a bacon equipped that is not shown on the map. Given that my action is attack 4 times starting with the orb attacking me then attacking any orbs attacking non-warriors. After I fight (and possibly take damage) I will use my free eat.
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Re: Equilateratoria

Postby Swodaems » Wed Jun 19, 2013 10:18 pm

0beron wrote:Arthemy will spend all actions Calming enemies, prioritizing his shots first to protect allies with lowest health, then based on ally request.
Please calm 3 first. Dod only has 4 hits left.

Dod scarpers north and eats as much bacon as he can.
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Re: Equilateratoria

Postby BrimStone » Wed Jun 19, 2013 10:25 pm

FYI I think Dod should have 7 hits. It looks like he had 10 going in and took 3. Might have been double counted for the damage?
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Re: Equilateratoria

Postby Swodaems » Wed Jun 19, 2013 10:39 pm

BrimStone wrote:FYI I think Dod should have 7 hits. It looks like he had 10 going in and took 3. Might have been double counted for the damage?

I thought that too at first. Then I looked further down and saw that Dod did not eat before entering the zone. The other 3 hits are from starvation. I should have specified in my orders for last turn that Dod would wait to auto-eat before going south.
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Re: Equilateratoria

Postby MarbitChow » Wed Jun 19, 2013 10:42 pm

0beron wrote:I really wish you had clarified this earlier, considering I repeated myself and corrected you at least once, maybe even twice.
I apologize. I hadn't really thought about what "being between zones" meant, especially with regards to enemies.

I am going to continue changing rules on the fly, however. The rules of this game are not static, but I will try not to make significant changes arbitrarily. I *swear* I don't do it just to piss you off.

0beron wrote:Because yes that is exactly what I was doing, I wanted to not spend all of my actions. Considering that there aren't enough enemies to attack me anyway, it doesn't make much of a difference this time, but otherwise this would have been really unfair of you to suddenly decide on this new ruling about zone-crossing.
That's one of the reasons I did it now. All three scouts were entering a zone; by making this ruling and advancing you into the zone with everyone else, you didn't miss the opportunity for 3 scout XP. If you would have crossed at the start of the next turn, the end results would have been about the same for you, except the zone would have already been revealed.

I'm willing to let you swap the 3 XP for a banked action this turn if you wish, but the requirement that zone-crossing becomes an all-or-nothing deal stands. I don't want to have to worry about 'partially in-zone' weirdness later on.

0beron wrote:Which leads me to my second point....I don't like that ruling. It takes away one of our few strategic options, and come to think of it directly contradicts something you were saying earlier about how Scouts could explore x number of zones in x number of turns. Now Scouts (or anyone wishing to cross multiple zones) will be potentially be stuck twiddling their thumbs for an action every turn.
I said that before I allowed scouts to Forage for XP. Cross a zone and forage (regular instead of as a free action) and you gain 4 XP, and I don't have to worry about resolving what it means to be 'between zones'.

BrimStone wrote:I had a bacon equipped that is not shown on the map. Given that my action is attack 4 times starting with the orb attacking me then attacking any orbs attacking non-warriors. After I fight (and possibly take damage) I will use my free eat.
Note that the bacon you had equipped you ate at the end of the turn. Those who entered the hex without bacon weren't able to eat at all.
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Re: Equilateratoria

Postby ETheBoyce » Wed Jun 19, 2013 10:52 pm

Texas will continue his stabbage of Two, he will then scarf down some bacon with his free action
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Re: Equilateratoria

Postby Alternative13 » Thu Jun 20, 2013 3:21 am

Isn't transport easily solved with more carts and completing the roads?

In theory carts could also used to aid an attack: Stuff two of them full of weapons/shields. Two people push in the carts, the rest brings bacon. Once on the other side everyone drops the food and grabs equipment and starts stabbing things. Equipment in carts is "readily available", right?
MarbitChow wrote:For reference, here's the current skill set breakdown:

Your list matches my own.
Hunter / Stonemason gives you combat abilities, potentially leading towards a combat demolitionist.

Isn't a Hunter just a Warrior with lower Off/Def in exchange for an analyze ability? I wouldn't take it except as a Scout.

I'll go the weird indecisive route then: Sign up Apollo, the Mystic/Stone Mason.
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Re: Equilateratoria

Postby Werebiscuit » Thu Jun 20, 2013 4:49 am

MarbitChow wrote:
0beron wrote:I really wish you had clarified this earlier, considering I repeated myself and corrected you at least once, maybe even twice.
I apologize. I hadn't really thought about what "being between zones" meant, especially with regards to enemies.

I'm willing to let you swap the 3 XP for a banked action this turn if you wish, but the requirement that zone-crossing becomes an all-or-nothing deal stands. I don't want to have to worry about 'partially in-zone' weirdness later on.

I said that before I allowed scouts to Forage for XP. Cross a zone and forage (regular instead of as a free action) and you gain 4 XP, and I don't have to worry about resolving what it means to be 'between zones'.


Thanks Marbit, That's exactly what my gripe about forage was aimed at. I'm sorry 0beron but I think it makes more sense and brings Scout more into line with the rest of the professions
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Re: Equilateratoria

Postby Werebiscuit » Thu Jun 20, 2013 5:07 am

Alternative13 wrote:Isn't transport easily solved with more carts and completing the roads?

Isn't a Hunter just a Warrior with lower Off/Def in exchange for an analyze ability? I wouldn't take it except as a Scout.

I'll go the weird indecisive route then: Sign up Apollo, the Mystic/Stone Mason.

Carts reduce the problem, certainly, but given that a road needs 4 carts full of stuff, which require 4 people to push them we'll still have a transport bottleneck. And we'll be needing to take stone further out to build roads so that means there won't be a road...until we build it.
Think about it. A road will need 3 miners 2 foresters, 2 builder and 4 cart pushers. Thats 11 jobs. We'll still need people to feed those doing the jobs

Looked at initially , yes, that's a hunter but they have attack avoidance and gain range at later levels , so that's why they're desirable.

P.S. A mystic stonemason sounds more than a bit hippyish... I'd have called him after one of the signs of the zodiac... though Apollo's not a bad choice ;)
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Re: Equilateratoria

Postby LTDave » Thu Jun 20, 2013 5:42 am

Eric attacks Orb One with Four Actions.
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Re: Equilateratoria

Postby Alternative13 » Thu Jun 20, 2013 6:56 am

Werebiscuit wrote: Carts reduce the problem, certainly, but given that a road needs 4 carts full of stuff, which require 4 people to push them we'll still have a transport bottleneck. And we'll be needing to take stone further out to build roads so that means there won't be a road...until we build it.

Worst case scenario, maybe, if we build in a place where neither wood nor stone can be harvested naturally (if such a place exists). But a road between a zone with trees and a zone with stones can build with one resource from one side and the other from the other - the additional stone that needs to cross over is so few that it might even be carried by hand (or a single cart at most) or simply be shipped in via the road to the already connected territory (once we get a quarry running - which seems the main goal of the current battle).

If only one of the two resources exists, but on both sides then you only need to bring the missing resource in from somewhere. Let's assume it is stone: Once we have a quarry connected to the road three carts can transport the needed stone (even to the distant side if one end of the road is an adjacent triangle) - and the wood can be harvested on the distant end of the road.
Looked at initially , yes, that's a hunter but they have attack avoidance and gain range at later levels , so that's why they're desirable.

I suspect ranged attack is not necessarily compatible with siege engineering. Also by the time I'd be Siege Engineer and sufficiently advanced Hunter we should have a Soldier that can actually bodyguard. It depends so much on combat mechanics we actually do not know yet (and that all is going to be changed soon as well).
P.S. A mystic stonemason sounds more than a bit hippyish... I'd have called him after one of the signs of the zodiac... though Apollo's not a bad choice ;)

Now that you mention it... being named after the Greek god of healing, music and enlightenment... has not enough hippy-feeling to you? I can already hear California Dreamin' in the back of my head just thinking about it. :D

As a seasoned peaceful protester I obviously have no interest in the current war-like expansion of our people, but wouldn't it be a good idea to concentrate attacks a little more? There have been three successful attacks against three different Orbs for a total of 5 damage. If six people concentrate on two Orbs next turn they could bring them both down. Is there a problem with the order "attack the Orb with the lowest available health/number possible"?
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