
The Black Vizier |

? Yes I did, I quite clearly moved 4 armies into J14 which is owned by The Dark Seer. Or am I meant to be listing that action differently to represent the army's intention?
Ah! Sorry then.
I misunderstood the movement action.
Generally, we've made it a bit more dramatic in terms of making clear the action, as through saying "attacking the _______ at ______".
Never mind, then!
All's well with you, Yogga. :)

The Black Vizier |

Okay guys, so the updated idea is that tomorrow the turn changes or early the next day.
So think around midnight Thursday or slightly afterwards depending on how tired I am after work.
The game is winding down now. There's not much time left for big plays. Use it or lose it!
I'd like to promote further discussion of game 2. Who here is up to join? I'll likely be Gming again, and Umby may be a player. I'd love to have all of you play and we can pick up two more people or so.

The Dark Seer |

Sorry I've been out. Out of town+difficulty summoning enthusiasm+decision paralysis based off of different play style and preferences. I'm still here, though. I'm fully aware you can get around the water, Yogga. It's meant as a (short) line, rather than a true barrier.

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I don't think the specific terrain benefits really work in a game where all the races don't have the same biome preference. why should a race of volcano dwelling crystals have an easier time feeding themselves in a forest? Just a thought. Although having some sort of specific benefits to different biomes would lead to more terraforming as people try to get certain benefits.

The Black Vizier |

I don't think the specific terrain benefits really work in a game where all the races don't have the same biome preference. why should a race of volcano dwelling crystals have an easier time feeding themselves in a forest? Just a thought. Although having some sort of specific benefits to different biomes would lead to more terraforming as people try to get certain benefits.
Good point regarding the species and such, but as you said, it would introduce a nice attempt to terraform the world more to your strategic liking.

The Black Vizier |

Well guys, I would feel kind of gay updating this before Yogga posts, as it would totally appear like I am twinking this game so I win.
So.
Unless Yogga posts by this morning, I will postpone it till tomorrow morning.
After that, the turn posts regardless. I just wanted to make sure everyone knows I am not trying to twist this in my favour or something. I've sent out two PMs. HOpefully Yogga can pop in and say he's here.

The Dark Seer |

Did you say, "SUMMON THE DRIIIIIVE"?!?!?
Oh... uh... hm. That... probably would have been more impressive if I'd actually had a pun to go along with it.
Sorry, guys, sorry, let me try again. Ahem.
Did you say, "SUMMON THE DRIIIIIVE"?!?!?
... and here's where I learn that Google search links aren't parsed correctly on an iPad using Safari. Dang it.
* goes away defeated by technology muttering something about being completely unable to forgive Yogga, despite the fact that he was under a similar experience recently because... um... reasons *
You're cool, Yogga. I've been there!

The Black Vizier |

Okay guys.
I think I am going to post the turn today.
The reality is: The game is winding down as it stands and it's silly to prolong the inevitable at this point.
I'd very much like to all have you participate in Game 2! I think it might be better to hasten to that, as it feels like this game has run its course at this point.
So. Let's not dwaddle. Let's finish this up and move on to a new, improved game!

The Black Vizier |

Thanks, Red Scaled One, for posting.
As most of the rest of you haven't, I think I will give two more days to do so. I will have dental issues after that, as noted, so I'd really like to avoid keeping up with this after that.
Let's get a rollin', guys!
Great game. You were all fun players. Really. And three cheers to Umby for creating this kick-ass game.

The Black Vizier |

Hurray for Umbral for making this great game.
Sorry for not finishing it, have a tendancy of that, but I just got caught up by general blahs, over load at work and ungodly humidity that should never be here on already too hot days.
It's been decent where I live (NY) for the first time in ages.
I am surprised, as I anticipated an extremely bad summer.
So we can expect no post from you this turn, Yogga?

Lord Yogga |

probably not, my turn would in some effect be to cast smite on all the armies and population of alosovaphalos that have been taken from me and to use whatever remaining power I have to use long rang obliterates on his largest population centres up on the main continent. then probably growing my settlements, would probably be more complex if I were doing it myself but I've sort of lost the thread here.

The Black Vizier |

Okay guys. The turns are all processed. Yay for us!
Umbral will make her post when she feels up to it!
Great job.
Okay, another idea I have for next turn: There ought to be a penalty for escaping from combat. Perhaps, in fact, two different types of penalties:
For RETREATS to neutral or occupied territory, 1/2 of the army must engage in 1 round of combat with the enemy. This can be offset by the miracle REAR SHIELD, which casts 3 + distance cost per army to protect.
For ADVANCES into enemy territory, 1/2 of the army must engage in exhaustive combat with the enemy + a power cost equivalent to the amount of enemy.
This can be offset by the miracle CHARGE with costs 4 + distance cost per army to protect.
These miracles will be under a new MILITARY MIRACLE set. GROUP REAR SHIELD and GROUP CHARGE will cost 12 (retreat) or 16 (charge) to cast.
What ya think?

Lord Yogga |

Well, several things about some of that last turn stuff don't really make sense to me but whatever.
Also Alosovaphalos if your going to both run the game and compete in the future I suggest posting your turns first rather than last in the order. Posting them last makes it seem a bit like your taking advantage of being able to see everyone elses turns before making your own, then ending the turn and not giving them a chance to retaliate before the tallies are made.
... and my head is spinning, I think I need more water...

Alosvalophos |

Lord Yogga wrote:I meant next game. Sorry.There's a next turn? I though we were done?
And I hope you can feel better umbral, you started us this game and now you get to see it finished!
Sorry to give any impression of that.
I usually did it to simplify my task. It's easier for me to sit down and do everything.
I am thinking we need something to offset last-turn advantage. I am thinking a power bonus effective when the GM thinks it is necessary, perhaps after the initial turns when people begin to get close to eachother, though that may take anywhere between 4-7 turns depending on the map and player actions. I was thinking along the lines of, in a six player game:
First to move: +15 power.
Second to move: +10 power.
Third to move: +5 power
4th to move: No bonus.
5th to move: -5 power.
Last to move: -10 power.

The Black Vizier |

As a quick summary of proposed changes:
Military Miracles
A new subset of miracles. Featuring the following:
REAR SHIELD: When an army RETREATS to neutral or held territory, a player normally must subject half of the retreating force to 1 round of combat v. the invading force. When this miracle is evoked, pay 3 power + 1 distance per army of that 1/2 of forces to save them from that combat.
GROUP REAR SHIELD: Cost 14 (changed from above).
CHARGE: When an enemy escapes a square that is being attacked to attack the enemy in its turn, the attacking player must usually expend power equal to the amount of attacking armies from the enemy + 1/2 of the army must fight exhaustive combat (to annihilation of one or all forces) with 1/2 of the enemy. With this miracle, pay 4 per army saved to avoid having to fight the enemy and only 1/2 of the cost of charging through the armies.
GROUP CHARGE: Cost 16 + 1/2 of the cost of charging through enemy.
INSPIRE FORCES is now divided into INSPIRE ARMY, which is a military miracle, and inspire SETTLER which is now a civic miracle.
Public and Private Alliances
Any alliance declared in public shall be a BINDING PROMISE for player behaviour.
Any alliance declared in private shall have NO SUCH BINDING for player behaviour.
Destruction Miracle Changes
Smite shall now cost twice as much (6 power).
All territories held shall now have a MAGIC SHIELD build command. For 3 power per shield. These shields are permanent till expended. Each shield will block 1 smite. You cannot have more shields than the population.
Magic Shields do not work against armies, but do work against global miracles. It takes 6 shields to block an obliterate. Shields will stop global miracles equivalent to the global miracle casting smite repeatedly.
Obliterate's cost cannot be halved to account for added efficacy v. shields and the rising in cost of smite.
Sea Changes
Seafaring +3 grants +3 deep water transit bonus over squares. Seafaring +4 grants +2 shallow water transit bonus, or +3 if not touching land(this is different from the rules in this game).
This probably won't come into play as the gameplan is to have the world feature far, far less water.
Victory Conditions
Besides worshipper totals, there ought to be several potential victory conditions. We haven't discussed which. Let's do that.
Last Turn Advantage Nullifier
In a 6 player game after a turn decided by the GM:
First to move: +15 power.
Second to move: +10 power.
Third to move: +5 power
4th to move: No bonus.
5th to move: -5 power.
Last to move: -10 power.