
GM Umbral Reaver |

I often have such a tremendous desire to run games, to GM or to create. But I suppose I should acknowledge that for me to do so is irresponsible. I create expectation that I cannot meet. Inevitably, I crash and leave my players disappointed. It happens over and over.
I have never run a game to completion.

The Dark Seer |

Ooh, though, before you do that, I'd kind of like to "pack up" as it were - take my Iramae (and remaining Shaecubi) and leave. For "story reasons".
(i.e. I'd use the "Sacrifice" mechanic, or something similar, and have them all "rapture'd" - even the Iramae which weren't originally mine - like I did with the Shaecubi before. Alternatively, you could do that as part of your descriptive text in the "Double Obliterate" effect.)
... which, actually, considering there're 40 tiles with stuff, you should probably do a "double Armageddon" effect instead. :)

Alosvalophos |

Armageddeoning would only half population. Halfing it again would mean quartering.
It'd take a lot of armageddeoning to kill everything on the board.
Also, I think it'd be better if we actually finished the game.
You know, I'd say "I'd GM" but there'd be a conflict of interest as Yogga and I are the top players in game right now and I am actively fighting The Red Scaled One. I don't want people thinking I am twinking the rules in my favour.
I would suggest maybe one of you suggest relieving Gumby if her duties as she feels horrifically, insanely depressed, and completely beaten by this game.
I think any of us could, theoretically, do this, although Tactics I'd suggest maybe you don't do it, if only because you've had difficulty understanding the rules throughout the game. I mean this 100% respectfully, by the way.

The Dark Seer |

Dark Seer, last turn you grew:
Grow: G14 (cost 1), G15 (cost 1), H15 (cost 1), I16 (cost 2) <total cost: 5>
You didn't grow H14. Was it not at 8 before? If you're saying it's 7, not 8, I suppose I'll change it.
I will give you H15 at 2. Point clarified. The smites are a-okay.
Honestly can't recall if it was at 8 or 7 previously. I just knew that I got 7 for it, though that could have just been limited by my religion.
That's pretty much the reason I wanted to clarify: I dunno if it was 7 or 8, but I'll be willing to take the 7 - obviously didn't impact me too much! The thing that I did know was that I increased H15, so I guessed at the difference in power.

![]() |

In the sake of fair warning, which I probably wouldn't give except for the hardships you've experienced in the past. I should mention Oh Dark Seer, that after next turn it seems there wont be any empty tiles between me and you to settle into. And given the Phorax intent to spread across the world leaving nothing else in their wake they will likely start to attack, you may want to establish some colonies in the new world as a backup.

The Black Vizier |

Just to clarify:
The changes to the seas means that any unit on the seas will not be destroyed by a global effect. This is to avoid armaggedeon wiping out all in-transit ships if someone were to cast it again (or even on this turn as Yogga cast it).
So if you have any units in the sea, no global effect can touch them. They are still subject to smites and obliterates directly from an enemy square.

The Black Vizier |

Oh, Yogga:
Your growths have to reflect the PRE-ARMAGEDDEON values. Damage is not calculated till the end of the turn, AFTER growth actions are done, but before the COMBAT PHASE. Recalculate your power expenditures accordingly.
Note: I am clarifying this to make sure this is the case. But, for instance, if you were to sacrifice your army even after someone cast obliterate (earlier in the turn) you would get the sacrifice benefit, while they wouldn't cast obliterate. Also, armies attack last AFTER all destruction stuff is done.

Lord Yogga |

Ohhhh.... If that's the case I would rather cancel all but the first growth, and the colony growth then, since rounding would kill the added population.
So N15 M13 still grow, same cost
M15 and L12 still grow cost increases by 2 2 each = -4power
Other settlements do not grow = +11 power
K12 and L12 both create 2 armies instead of 1 = -4power
Move 1 army from M15 to L15 becomes move 2 armies
Add move 1 army from L12 to K13
Final power becomes 18
Sorry about my misconception there.

The Black Vizier |

Yogga,
Could you post all this information as you posted it before in the gameplay area? This way I can be sure I don't mess up when I calculate the turn when we reach that point.
Also, can you identify which armies are meteor armies amongst yours? I know you have a few, but I don't know which are, so I can't calculate your turn right. Thanks.
And no problem on the misconception. You're the first guy to blow the world up.

Lord Yogga |

Not that it effects the outcome but I think you did your combat math their wrong.
Basic defense is 2 meaning you must beat 2 to kill an armor-less army, so if you have 2base defense +8armor -7weapons your left with 3, meaning you need to roll higher than 3 to kill the opponent.
let me know if I have that wrong.
And sorry about the population thing, carried over wrong between posts.

The Black Vizier |

I'm going to be regrettably delayed. Out of town and with family not seen consistently = a few days that I'm focusing on more rapid-fire projects (GMing a PbP, and playing in two more!). Sorry!
That's fine.
The turn takes about a week or so now. How long are you going to be gone for so I can be sure to keep you ready?
If you want, you can PM me your turn if you want to wait a bit on it.

The Black Vizier |

Not that it effects the outcome but I think you did your combat math their wrong.
Basic defense is 2 meaning you must beat 2 to kill an armor-less army, so if you have 2base defense +8armor -7weapons your left with 3, meaning you need to roll higher than 3 to kill the opponent.let me know if I have that wrong.
And sorry about the population thing, carried over wrong between posts.
Dear Yogga,
That's fine on the population tihng. I always calculate to be sure everything is right!
Didn't I write 3 or better to hit? Save for the Shaecubi, which have a difficulty issue on that turn.
I think I did, yeah.

The Black Vizier |

you wrote 3 or better to hit, it should be better than 3 to hit.
At least that's how my math worked out, Umbral would be the better one to rule on it.
Okay. Let me see what you mean here.
8 armour-7 weapons = 1
Base to hit is 2.
+1 from 2 = 3.
So, base to hit is 3 or more, no?
OKAY. I see. Base defense is 2, meaning you have to hit a 3 in order to win. You're right, Yogga. Base attack would be 4.
Yeah. Let's ask Umbral to be sure of this. Thanks for bringing this up!

Alosvalophos |

On a side note:
Thoughts for a second playthrough (if ever there will be):
Smite should either be raised in price or else not destroy armies, but weaken them. Miracles undermine the importance of armies. Or there ought to be some way to restrict their instant-o kill status, such as some form of defense aside from meteors, or some capacity to fail.

GM Umbral Reaver |

Lord Yogga wrote:you wrote 3 or better to hit, it should be better than 3 to hit.
At least that's how my math worked out, Umbral would be the better one to rule on it.
Okay. Let me see what you mean here.
8 armour-7 weapons = 1
Base to hit is 2.
+1 from 2 = 3.
So, base to hit is 3 or more, no?
OKAY. I see. Base defense is 2, meaning you have to hit a 3 in order to win. You're right, Yogga. Base attack would be 4.
Yeah. Let's ask Umbral to be sure of this. Thanks for bringing this up!
Yes, you need to exceed defense in order to win. Normal roll needed to do so is 3+. Armour, weapons and terrain can modify it up or down from there (minimum 2+, maximum 6+).

![]() |

I'm fairly certain I didn't leave anything as an odd number, I remember looking at one of my settlements, I'm fairly certain it was L14, was written as 0,2,4 which I assumed was a typo meant to be 2,4,0 although maybe it should have been 0,2,0 I can't be sure, but I'm willing to leave it as it is now, GMs decision and such. and also I can't find any evidence that I put an army there either.

The Black Vizier |

So guys, what suggestions would you make for Game 2 after we finish this one? (Provided anyone still wants to play!)
I think we ought to keep the seafaring rules the same as the new ones I added, but I would really like to see a smaller, land-heavy map anyway. Too many oceans are gay.
I think that destruction miracles ought to be rolls, too. They are too powerful as it stands. Or at least smites ought to be rolls. Obliterate is expensive enough that people don't use it as often. Though it -is- the most reasonably devastating.
The religion tweaks seem to have worked out real nice.
Getting rid of prophecy seems good.
Some other conditions for victory might be good, too. I think the placement of "towers" around the map that you have to protect to win the game would be a smart idea with that.

Lord Yogga |

I would suggest not building a map until after the players have submitted their races. This would prevent race metagaming and allow you to build the continents in such a way that each one should have space and the right biomes to hold a couple of players but encourage mid game conflict as expansion begins to bump them up against each other, for instance the north west continent in this map wound up having too many people fighting over a small bit of land, while the south continent had a lot of land but not enough players to compete over it. although if the southern volcano had been the populated one it would have sparked more interesting conflicts I think.

Alosvalophos |

Agreed, Yogga, on the Southern continent v. Alosophia (ha - I gotta use it!). The initial idea that Umby had was that there'd be one more player, but she couldn't get anymore recruits.
I like the idea of making the world after players choose their characters.
I would also more or less cut out oceans, as I said, and make for a smaller map in general.

The Source |

The Source wrote:Wait, how does that work?Sacrifice your remaining pop and cast Create People to start fresh elsewhere. It'll be free with no pop/settlements.
You'll get 2 power from the sacrifice and then you'll have the rest of your power from last turn to start building up stuff.
All right, done and reborn at N5.