Divinity Forge - Competitive World-Building (Inactive)

Game Master Umbral Reaver


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Sorry about that double grow, messed up my copy and paste I guess

Power: 1 Generation: 5d6 ⇒ (5, 2, 3, 5, 6) = 21 Religion: 30
Power total:

Create Settler J12 11power (11stm+0stl+2diff-5surv)
Move settler to J11 and settle

Create Settler K12 12power (12stm+0stl+2diff-5surv)
Move settler to K11 and settle

Grow Settlement
- J11 1power (1pop-2agr 2diff-5surv)
- J12 1power (3pop-2agr 2diff-5surv)
- K11 1power (1pop-2agr 0diff-5surv)
- K12 1power (3pop-2agr 1diff-5surv)
- L11 1power (3pop-2agr 2diff-5surv)
- L12 3power (5pop-2agr 0diff-5surv)
- L13 1power (2pop-2agr 2diff-5surv)
- M13 1power (2pop-2agr 2diff-5surv)
- M14 1power (3pop-2agr 0diff-5surv)
- M15 2power (4pop-2agr 2diff-5surv)
- N13 1power (3pop-2agr 2diff-5surv)
- N14 3power (5pop-2agr 0diff-5surv)
- N15 1power (2pop-2agr 1diff-5surv)


sorry the website faulted after I posted, concluding my actions now.

All other cities festival in honor of the coming of the void, generating: 42 power and banking it for now.


The Dark Seer, the Hidden One, the Lord of Shadows and Secrets

Power: 1d6 ⇒ 6
EDIT: Create People (O4) 5 points


I've got agriculture 3, religion 4, survival 3, weapons 3 (12 advancements). 10 settlements. 42 worshippers. 1 science leftover from last turn.

With religion 4, my settlements generate 34 power.

5d6 ⇒ (2, 5, 3, 4, 5) = 19. 19 power. Not bad!

So overall, I have 34 + 19 power = 53 power.

The nitty grits:

GROW SETTLEMENT at G3. Cost: (+7 pop -3 ag + 0 dif) = 4. Pop: 8.
GROW SETTLEMENT at F3. Cost: (+5 pop -3 ag + 1 dif -3 survival) = 2. Pop 6.
GROW SETTLEMENT at E3. Cost: (+5 pop -3 ag + 1 dif -3 survival) = 2. Pop 6.
GROW SETTLEMENT at E4. Cost: (+5 pop -3 ag + 3 dif -3 survival) = 2. Pop 6.
GROW SETTLEMENT at F4. Cost: (+3 pop -3 ag + 3 dif -3 survival) = 1. Pop 4.
GROW SETTLEMENT at G4. Cost: (+6 pop -3 ag + 2 dif -3 survival) = 3. Pop 7.
GROW SETTLEMENT at G5. Cost: (+2 pop -3 ag + 3 dif -3 survival) = 1. Pop 3.
GROW settlement at G6. Cost: (+3 pop -3 ag + 1 dif -3 survival) = 1. Pop 4.
GROW settlement at F6. Cost: (+3 pop -3 ag + 1 dif -3 survival) = 1. Pop 4.
GROW settlement at F7. Cost: (+3 pop -3 ag + 2 dif -3 survival) = 1. Pop 4.

Overall cost: 18. Power remaining: 35.

ADVANCE G3, F3, E3, E4, F4 (8 + 6 + 6 + 6 + 4 = 30). 30 science + 1 science held in reserve.

BUY weapons +4 (13 science), weapons +5 (14 science). 27 science. 4 science left.

CREATE ARMY at G4: 3 armies at a cost of 6 power (2 dif - 3 survival).

CREATE ARMY at G5: 2 armies at a cost of 4 power (3 dif - 3 survival).

Total: 10 power. Power remaining: 25 power.

CREATE ARMY at G6: 2 armies at a cost of 4 (1 dif - 3 survival).

CREATE ARMY at F6: 2 armies at a cost of 4 (1 dif - 3 survival).

CREATE ARMY at F7. 2 armies at a cost of 4 (2 dif - 3 survival).

Total: 12 power. Power remaining: 13 power.

Move 6 armies from G4 to G5.

Move 5 armies from G5 to F6.

Move 2 armies from G6 to F7.

Move 4 armies from F6 to E6.

ATTACK the Red Scaled One's settlement at E8 with 7 armies from F7.

ATTACK the Red Scaled One's settlement at F9 with 2 armies from G8.

SMITE the Red Scaled One's armies at F9 with 2 smites 3 (+1 difficulty due to distance from F7) = 4 * 2 = 8. This should kill both armies.

5 power left.

SMITE the Red Scaled One's army at F10 with 1 smite 3 (+2 difficulty due to distance from F7) = 5. This should kill 1 of the 4 armies.

0 power left.

The RP to follow:

Though many Centaurs perished in the battle against the Herald, the Knave in the Court of Void (the Centaurs enjoy cards) could not endure the magic of their weapons, nor the might of their warriors, and fell before the favoured of Alosvalophos. And from the corpse of the creature the Centaurs gained power: The very essence of the being was siphoned by the magic of Centaur thaumaturgical smiths, and the space-made-solid of its unbeing empowered their weapons. The Centaurs now were creatures wielding the constituents of the heavens themselves: The swords were made of the living fire of the surface of stars, and their bows shot streaming comets. Enhanced by such weapons, they knew what they must do:

They must destroy the Red Scaled One.

Allies became enemies as the Centaurs bring war against the Kai-Tang. Pouring down into the crater from the Hilly Scrublands surrounding, a legion seven strong attack Shaecubi Refuge at full gallop. Likewise, a smaller force of two legions strike Swamp's Regrowth from the plains, their presumed assault on the Source proving to be simply a ruse to distract the Kai-Tang from their positioning. Moreover, this smaller force shall not fight alone: The sons of Alosvalophos once again make their presence known, joining the Centaur as titanic knights which inflict cruelties upon the Red Scaled One's armies with their otherworldy weapons which cut through battalions in a single swipe. The devastation of the sons extends to Shaman's Enclave.

Further troop motions see the Centaurs mobilize en masse. Deep-throated songs of war echo through the hills and valleys. The time of conquest has arrived.

"The Lord on High shall alone emerge victorious in this theomachy! Hear us, Ape-Men, and join He who shall be VICTOR!"


Tendrils of the Source extend into the sea, as a mat of vegetation grows out from the shores, towards the approaching herald.

Power: 3d6 + 2 ⇒ (5, 2, 3) + 2 = 12

Starting Power: 11
Total Power: 23

Grow H9: 6 power. Now Pop 8.
Grow H10: 2 power. Now Pop 4.

Armies rise, ready to combat the Herald.

4 armies in H9: 8 power. Remaining Power: 7.

H10 advances, 4 science. Total Science: 10.

Spend 7 science, get Armor 2. Remaining science: 3.


Cycle 7 Concludes

2 of The Red Scaled One's armies at F9 were destroyed by Alosvalophos' divine power!

Combat rule note: When an attacker or defender has armies with different attack and defense values in the same combat, the armies with the highest relative attack will apply hits first, against the opponents with the highest relative defense.

Combat at D8:

The Lesser Herald must roll a 6+ to hit: 3d6 ⇒ (5, 1, 3) = 9
The Red Scaled One's Kai-Tang armies must roll a 2+ to hit: 5d6 ⇒ (1, 4, 2, 4, 6) = 17

Remaining forces:
The Red Scaled One's 5 Kai-Tang armies.

Combat at E8:

Alosvalophos' Centaur armies have a difficulty of 1 on this tile.
The Red Scaled One's Kai-Tang army has a difficulty of 2 on this tile.

Alosvalophos' Centaur armies must roll a 4+ to hit Shaecubi and a 2+ to hit Kai-Tang: 14d6 ⇒ (6, 5, 4, 5, 2, 2, 6, 6, 4, 3, 2, 6, 4, 6) = 61
The Red Scaled One's Shaecubi and Kai-Tang armies must roll a 2+ to hit: 3d6 ⇒ (4, 5, 4) = 13

Remaining forces:
Alosvalophos' 4 Centaur armies.

Combat at F9:

Alosvalophos' Centaur armies have a difficulty of 1 on this tile.

Alosvalophos' Centaur armies must roll a 4+ to hit: 4d6 ⇒ (3, 2, 3, 4) = 12
The Red Scaled One's Kai-Tang armies must roll a 2+ to hit: 2d6 ⇒ (5, 4) = 9

Remaining forces:
The Red Scaled One's 1 Kai-Tang army.

Combat at F10:

The Lesser Herald must roll a 6+ to hit: 3d6 ⇒ (1, 2, 4) = 7
The Red Scaled One's Kai-Tang armies must roll a 2+ to hit: 4d6 ⇒ (4, 6, 3, 2) = 15

Remaining forces:
The Red Scaled One's 4 Kai-Tang armies.

Combat at H9:

The Lesser Herald must roll a 5+ to hit: 3d6 ⇒ (6, 6, 4) = 16
The Source's Cordyceps armies must roll a 2+ to hit: 4d6 ⇒ (2, 3, 1, 5) = 11

Remaining forces:
The Source's 2 Cordyceps armies.

Conquests:

Alosvalophos' Centaur armies conquer The Red Scaled One's Shaecubi settlement at E8, capturing 2 population and destroying 2 population!

Alosvalophos:
Your smites cost 5 Power (3 cost + 2 distance), not 4.
The following actions could not be completed: Smite army at F10 (insufficient Power).

Cycle 8 of The First Age

The war in the north rages on, the Kai-Tang and Centaurs battling for dominance across the great mountain range that divides the land. Elsewhere, one god fades from this world and another takes his place.

The Soul Prisons

In their wake, the Heralds leave eerie, crystalline fields where once stood farms and cities. The souls of the damned are trapped there, their faces writhing across the surfaces of the crystals. They know the end draws closer, their torment increasing with each passing day.

A new resource has appeared. When a Herald destroys a settlement, it leaves behind a void field. Void fields are shown as purple tiles on the map and have a difficulty of 5 for every race. Survival may reduce difficulty as normal.

A settlement built on a void field can take the following action:
Harvest Soul Crystal
Cost: Difficulty of tile (minus survival, minimum 0).
Effect: Gather Power equal to the current cycle number plus the settlement's population.


Addendum:

The Void Consumes

The destruction caused by void phenomena so far is as follows:

The Dark One: 5 Shaecubi population.
Alosvalophos: 2 Centaur armies.
The Source: 2 Cordyceps armies.


Male Agathion (Leonal) Gestalt Monk-Paladin (with bardic performance!); Mythic (dual): Archmage/Heirophant

Power: 4d6 + 17 + 4 ⇒ (5, 2, 6, 1) + 17 + 4 = 35
Still trying to get a grip on my new people/settlements. I think this is correct - I get up to a maximum/turn bonus power equal to my religion (4) or a given settlement's population, whichever is less. That means that G14, G15, and H15 grant 1 each (total +3); H14, J14, and I15 grant 4 each (+12 total), while I16 grants 2; for a sum of +3+12+2=17. I started with 4 power, netting a Grand Total of: 17+4=21.

Grow: G14 (cost 1), G15 (cost 1), H15 (cost 1), I16 (cost 2) <total cost: 5>
Produce Science (cost 0 due to no difficulty due to Survival): H14 (produces 7), I15 (produces 4), J14 (produces 5) <total production: 16>

Science Expenditure: <starting: 2+16 = 18>
[current 7]: cost 4
* Religion
[current 8]: cost 4
* Religion
[current 9]: cost 5
* Religion
[current 9]: cost 5
* Survival

Remaining Power: 16 <21-5=16>
Remaining Science: 0


The Dark Seer, the Hidden One, the Lord of Shadows and Secrets

Power: 4d6 + 17 + 4 ⇒ (4, 4, 2, 1) + 17 + 4 = 32
Still trying to get a grip on my new people/settlements. I think this is correct - I get up to a maximum/turn bonus power equal to my religion (4) or a given settlement's population, whichever is less. That means that G14, G15, and H15 grant 1 each (total +3); H14, J14, and I15 grant 4 each (+12 total), while I16 grants 2; for a sum of +3+12+2=17. I started with 4 power, netting a Grand Total of: 32+4=36.

Grow: G14 (cost 1), G15 (cost 1), H15 (cost 1), I16 (cost 2) <total cost: 5>
Produce Science (cost 0 due to no difficulty due to Survival): H14 (produces 7), I15 (produces 4), J14 (produces 5) <total production: 16>

Science Expenditure: <starting: 2+16 = 18>
[current 7]: cost 4
* Religion
[current 8]: cost 4
* Religion
[current 9]: cost 5
* Religion
[current 10]: cost 5
* Survival

Remaining Power: 31 <36-5=31>
Remaining Science: 0


5d6 + 29 + 11 ⇒ (6, 2, 4, 6, 4) + 29 + 11 = 62

Jungle's Edge (D7) grows for 1 power and builds 2 armies for 4 power. Three armies move to E8. Need 4 or more... 1d6 ⇒ 6.

The First City (D8) grows for 8 power, advances generating 13 science, and invents armor 6 leaving 6 science in surplus. Then the city receives inspiration miracle three times: two advancements and build 7 armies using a total of 29 power. A total of 26 points of science are generated and used to invent armor 7 and armor 8. Four armies move to E8. Need 4 or more... 1d6 ⇒ 3.

Harbor Watch (D9) grows for 1 power and builds 2 armies for 4 power. One army moves to E8. Needs 4 or more... 1d6 ⇒ 5.

The Shamans' Enclave (E9) grows for 1 power and builds 3 armies for 6 power. Four armies move to E8. Need 4 or more... 1d6 ⇒ 5.

The Swamp Regrowth (F9) grows for 1 power and builds 3 armies for 6 power. One army moves to E8. Need 4 or more... 1d6 ⇒ 3.

Southern Harbor (F10) grows for 1 power and advances generating 6 science. Two armies move to The Shaman's Enclave (E9).

Power: 0.
Science: 12.
Worshipper: 40.
Inventions: Agriculture 4, Armour 8, Religion 10, Survival 3, Weapons 2.
Settlements: The Jungle's End (D7; population 3, 3 armies), The First City (D8; population 13, 12 armies), Harbor Watch (D9; population 4, 3 armies), Shamans' Enclave (E9; population 6, 4 armies), The Swamp Regrowth (F9; population 5, 3 armies), Sothern Harbor (F10; population 6, 2 armies)
Armies: 8 armies try to recapture E8.


5d6 ⇒ (2, 1, 2, 2, 2) = 9 A NINE?! A nine?! What?! Ugh.

Not terrible. But hardly ideal when I need me some power! Oh well!

Power from religion: 42. 3 power from last turn. 9 from this roll.

Total: 54

4 science held from last turn.

The nitty grits:

GROW SETTLEMENT at F4. Cost: (+4 pop -3 ag + 3 dif -3 survival) = 1. Pop 5.
GROW SETTLEMENT at G5. Cost: (+3 pop -3 ag + 3 dif -3 survival) = 1. Pop 4.
GROW settlement at G6. Cost: (+4 pop -3 ag + 1 dif -3 survival) = 1. Pop 5.
GROW settlement at F6. Cost: (+4 pop -3 ag + 1 dif -3 survival) = 1. Pop 5.
GROW settlement at F7. Cost: (+4 pop -3 ag + 2 dif -3 survival) = 1. Pop 5.
GROW settlement at E8. Cost: (+2 pop -3 ag + 2 dif [Shaecubi 2C) -3 survival) = 1. Pop 3
GROW SETTLEMENT at F3. Cost: (+6 pop -3 ag + 1 dif -3 survival) = 3. Pop 7.

Cost of growths: 6 + 3 = 9.

45 power remains.

ADVANCE F4 and F3 (7 + 5). 12 + 4 = 16.

BUY Agriculture +4 (15 science). 1 science.

GROW SETTLEMENT at F3. Cost: (+6 pop -4 ag + 1 dif -3 survival) = 2. Pop 7.
GROW SETTLEMENT at E3. Cost: (+6 pop -4 ag + 1 dif -3 survival) = 2. Pop 7.
GROW SETTLEMENT at E4. Cost: (+6 pop -4 ag + 3 dif -3 survival) = 2. Pop 7.
GROW SETTLEMENT at G4. Cost: (+7 pop -4 ag + 2 dif -3 survival) = 3. Pop 8.

Cost of growths: 2 + 2 + 2 + 3 = 9

36 power left.

ADVANCE G3, F3, E3, E4, G4 (8 + 7 + 7 + 7 + 8) = 37 + 1 = 38

BUY weapons +6 (16 science), weapons +7 (17 science). 33 science. 5 science left.

CREATE ARMY at F6: 2 armies at a cost of 4 (1 dif - 3 survival).

CREATE ARMY at E8. 2 armies at a cost of 4 (2 dif [Shaecubi 2C] - 3 survival).

Create army cost overall: 4 + 4 = 8

28 power left.

Cast OBLITERATE at D8. Cost 21 (1 distance + 20). This should kill 7 (13/2 = 6.5 rounded up = 7) population + 6 armies (12/2 = 6).

7 power left.

Move the 4 Centaur armies and 2 new Shaecubi armies from E8 to D9 (Harbour Watch) to attack!

Cast SACRIFICE on the 3 Shaecubi population at E8, netting me 3 more power and destroying Shaecubi's Refuge and the last of the civilian Shaecubi.

10 power.

Hold a FESTIVAL at G6, gaining 3 power (5/2 = 3 rounded up).

16 power

Move all 12 centaur armies from F6 to E7. Then cast INSPIRE FORCES (cost 10 power +1 distance) to move them again to D8, attacking the Kai-Teng Capital of The First City (D8)!

5 power.

Move all 6 armies from G5 to F6.

Move the 2 armies at F7 to E8.

Cast SMITE on one army at D9 (3 + 1) for a cost of 4. This will reduce the armies in that square to 2 armies to face my six armies in the attack above.

1 power left.

Advance F7 for 5 more science.

1 power and 10 science held in reserve for the next turn.

RP:

War. Bloody, savage battle. Such is what the Centaur visit upon the Kai-Teng, as the conflict grows more bitter and fierce. With the thaumaturgical smiths working at a frantic pace to match the Kai-Teng's defensive prowess, and agriculture booming to support the war effort, the legions of Centaur are well supplied by their homeland in their brutal campaign. The patriotism of their people and the faith the Centaur have in their victory inspires the martial valour that permits them to go into battle steeled to the fact that they will suffer great losses, but greater will the gain be for Alosvalophos!

Such is not the same fate that has befallen the Shaecubi under the Centaur yoke. Yea, those who have submitted to Alosvalophos are treated with disdain: Those amongst them fit for Centaur arms are impressed into service and forced to march alongside the Centaur legions abandoning Shaecubi's Refuge for the fresh attack upon Harbour's Watch, bypassing the invading hordes of Kai-Teng who wish to retake the craggy, inhospitable land for their Dragonic overlord. But those armies conquer in vain, for in true "slash and burn" tactics, the Shaecubi civilians are given unto Alosvalophos as a fitting hecatomb to the Lord on High. They are sacrificed to a man, woman, and child (if even they should have such distinctions) and the city stripped of all valuables, arms, and defensible fortifications. Shaecubi's Refuge will provide no succor for the forces of the Red Scaled One!

This attack, however, is not the only one launched by the Centaur. No. The true attack is elsewhere, as Alovalophos sends his favoured son to the field. Enter Attiliax! His descent is like that of an iron bollide
striking the world, and the destruction is no less cataclysmic. Rising from the fury of his fall from Heaven unto the surface of the planet, he stands as a titanic centaur that dwarfs the Sons which came before him. He fills the sky with his divine form as he rages against the First City. Half of the Red Scaled One's civilians and army are destroyed in the rampage, and the carnage spills over to Harbour Watch where one full legion of the Kai-Teng are likewise killed.

Seeing the sublime sight of Attiliax's descent into the Earthly plane, the Centaur legion which would otherwise have had to rest amongst the volcanic mountains pushes forward, and where Attiliax had walked, they gallop with weapons drawn and hate in their breast!

"Destroy the Capital! For prince Attiliax, favoured son of the Celestial Patriarch! Surrender to your fate!"

http://www.artofmtg.com/wp-content/uploads/2014/04/Iroas-God-of-Victory.jpg


Power: 3d6 + 2 ⇒ (3, 6, 6) + 2 = 17

Starting Power: 7
Total Power: 24

Miracle: Raise Terrain x2 in I9. Cost: 8 power

Growth in H10: 3 power
Create settler in H10: 1 power

Settler moves to I9 and settles.
Growth in I9: 0 power
Create settler in I9: 3 power

Miracle: Raise Terrain x2 in J9. Cost: 8 power.

Settler moves to J9 and settles.
Growth in J9: 0 power.
J9 mines the meteorite for Power: 2d6 ⇒ (2, 2) = 4

Miracle: Lower Terrain in G8. Cost: 4 power.

Advancement in H9: +8 Science. Total 11.
Advance to Armor 3. Cost: 8 science.

Remaining totals: 1 Power, 3 Science.


Reposting turn!

Power: 3d6 + 2 ⇒ (3, 6, 6) + 2 = 17

Starting Power: 7
Total Power: 24

Miracle: Raise Terrain x2 in I9. Cost: 8 power
Miracle: Lower Terrain in G8. Cost: 4 power

Growth in H10: 3 power
Advancement in H10: +5 Science. Total 8.

Growth in H9: 7 power
Advancement in H9: +9 Science. Total 17.
Advance to Religion 2. Cost: 8 science.
Advance to Religion 3. Cost: 9 science.

Remaining totals: 2 Power, 0 Science.


Starting power 36 + Generation: 5d6 ⇒ (4, 3, 6, 5, 6) = 24 + religionIII Umbral, be advised that you still have my religion and agriculture levels backwards on the site it should be Religion 3 Agriculture 2 37 power

Create Settler N13 13 Power
Move Settler N13 to O12 and settle
Grow Settlement O12 1power

Grow Settlement N13 1 power

Create Settler M14 14 power
Move Settler M14 to L14 and settle
Grow Settlement L14 1 power

Grow Settlement M14 1 power
Grow Settlement M15 3power
Grow Settlement M14 1 power
Grow Settlement L13 1 power
Grow Settlement N13 1 power

Create Army x3 at L12 6power
Move army K12 to J12
Move Army N14 to M15
Move Army M13 to M14

Remaining settlements advance for 44 science+6 reserve
Advance agriculture to 3 for 12
Advance weapons x2 for 27
Remainder 11

Something complicated planned, but since I'm late I'll leave it for later.

Power:52
Science:11
Worshippers:58
Settlements:15
Advancements:Agriculture 3, Armour 1, Religion 3, Survival 5, Weapons 3


Cycle 8 concludes.

Lord Yogga:

You already grew M14. Ditto with N13. You gain 2 power back.

Alosvalophos:

Cannot grow F3 twice. Gain back 2 power.

Cannot advance F3 twice. Lose 7 science. 3 science remains, not 10. You did not have enough power for upgrading to weapons 7. Your weapons are at 6. Because you do not pay 17 science for weapons 7, your science calculations should run 31 - 16 = 15 + 5 = 20. You will start the next turn with 20 science in reserve.

Alterations to the world:

G8 has become SHALLOW SEA. -1W.

I9 has become FLAT WETLAND. OW.

The Progress of War:

COMBAT: Alovalophos OBLITERATED D8. This killed 7 population and 6 armies.

COMBAT: Alosvalophos SMITED D9. This killed 1 army.

COMBAT: Due to sacrifice of all inhabitants, E8 Shaecubi's Refuge is destroyed. The armies that move there under The Red Scaled One do not conquer but meet 2 centaur battles there in war.

COMBAT at E8: 8 Kai-Teng armies with +8 armour attack 2 Centaur armies with weapons +6. The terrain is 2C, which is +4 difficulty - 3 survival = 1 difficulty for the Centaur and the Kai-Teng have a difficulty of +4 - 3 survival = 1 difficulty.

Centaurs roll: 4d6 ⇒ (3, 3, 1, 3) = 10 5 to hit.
Kai-Teng roll: 8d6 ⇒ (2, 5, 2, 1, 3, 6, 1, 3) = 23 2 to hit.

RESULT: The Kai-Teng steamroll the 2 Centaur armies and suffer no losses. They do not conquer as the settlement has been destroyed. The Dark Scaled One gains no settlements.

COMBAT at D8: 12 Centaur armies and war (attack twice) with weapons +6 v. 6 Kai-Teng armies with +8 armour. The terrain is 1J, which is +3 difficulty - 3 survival for Centaurs and no difficulty for Kai-Teng.

Centaurs roll: 24d6 ⇒ (3, 5, 4, 5, 4, 3, 2, 4, 5, 1, 5, 3, 2, 6, 6, 5, 5, 4, 3, 6, 2, 4, 1, 4) = 92 5 to hit.
Kai-Teng roll: 6d6 ⇒ (6, 1, 6, 2, 6, 4) = 25 2 to hit.

RESULT: The Kai-Teng kill 6 Centaur armies, and the Centaurs wipe out all 6 Kai-Teng armies. Alovalophos conquers D8: The First City. D8 is now under his control with 3 population (7/2 = 3.5 = 4).

COMBAT at D9: 4 Centaur armies + 2 Shaecubi armies with war (attack twice) with weapons +6 v. 2 Kai-Teng armies with +8 armour. The terrain is 0W. This is +3 difficulty - 3 survival for the 4 Centaur armies, whereas the 2 Shaecubi face a difficulty of 7 - 3 = 4. The Kai-Teng have a difficulty of 2 - 3 survival.

Centaurs roll: 8d6 ⇒ (6, 5, 1, 5, 4, 6, 5, 4) = 36 5 to hit.
Shaecubi roll: 4d6 ⇒ (1, 6, 6, 2) = 15 6 to hit.
Kai-Teng roll: 2d6 ⇒ (3, 3) = 6 2 to hit.

RESULT:The Centaurs and Shaecubi kill all 2 Kai-Teng army. The Kai-Teng kill two armies of Alovalophos. Alosvalophos conquers D9: Harbour Watch. He gains a settlement of population 2 (4/2 = 2).

Which armies are dead for Alovalophos is pending decision by GM on what happens when two species fight on the same side.

Cycle 9 Begins

The Northern War escalates as Alovalophos wields his Godly power to obliterate, and then conquer, the capital city from the hands of his rival The Red Scaled One. Harbour Watch also falls beneath the sound of stampeding hooves and the slave-soldiers of the Shaecubi remnant. The other Gods watch on. What will they do?

The strange absence of the Entity spawns a being from the Well of Unbeing to take her place for a time: The Black Vizier now controls the world. Whether his otherwordly powers shall visit this Cycle is yet unknown (pending GM approval).


Okay, the rules are (after clarification with Umby): When one player controls two species in one army and they both attack an enemy, it is random which dies as a result of any damage sustained.

Do do this, I'll roll two six-sided dice. Odds are Centaur, even are Shaecubi.

2d6 ⇒ (3, 4) = 7.

Results: 1 Shaecubi, 1 Centaur die in the attack. The Shaecubi slaves remain alive for one more turn!


So plays the Black Vizier:

"My, my! What a wastrel deity the Entity is. No wonder I have come forth to set right this world of Gods and their favoured ones!"

"So many improvements to be made! Let us begin with the seas..."

"There are far, far too many of these. Best the world was...smaller."

So descended a nebulous hand, which swirled with a smoke that hid the impossible geometries of the singularity form of the Vizier. This hand served as a shovel which tore away at the seas, and then reshaped the world in order to be small.

The same hand, however, had not completed its task: Rather, the finger began to swirl the currents of the sea, compelling them faster and faster.

"These seas remain too big, but alas, I cannot make this world smaller without causing...difficulties! Best then to compel the waters to move quicker, that they prove not an impediment to the glory of war!"

And from the churning came forth great, tentacled monsters: The legendary Kraken emerge from their aeonic slumber beneath the silt of the sea in order to once again terrify the denizens of the deep and claim the waves as their own.

"Oh hello there, little monsters! How pleasing you shall make this war. The Gods shall have to avoid you, but such glory may come to those which do brave you!"

"But hmm, still...we could use some more land, couldn't we? That lonesome island really COULD use something. I'll just lower the seas some there..."

And so the island of the Northeast became far larger, with a massive Volcanic mountain belching new land which quickly cooled by the intervention of the seas.

Somehow, this land change also sparked a peculiar TELEPORTATION TORRENT. "How unexpected!"

CHANGES

The world has been significantly SHRUNK and NEW LAND has emerged! See the map for details! (Don't worry - no square affecting coordinates has changed.)

Also, enter...the Kraken! These creatures will prowl the water aggressively, attacking any player in the water within 2 squares, and will otherwise move two squares in a random direction. Those who fell these creatures might find NOTABLE REWARDS for their efforts! Namely a bonus of 10 power for their next turn. Moreover, they will always hit an opponent on a 4 or better roll and they require an attack of 3 or better to be hit. Each Kraken has the equivalent of three armies. Of course, they are restricted to the water, and will not attack anything on land.

Oh, and the seas? Well, they're a quick-travel route now. Any DEEP WATER (-2W) will now allow for two squares of travel per turn with Seafaring +2, and 3 squares with Seafaring +3. Shallow seas adjacent to land will not be changed, but any shallow sea not touching a land square will be transferable at a rate of two squares per turn with Seafaring +4.

Lastly, so those on the left side of the board aren't hopelessly incapable of reaching that big new island, there is a teleportation torrent. Any units in the vortex will be sent on a one-way trip to the exit near the big island in the NE.

Note: The one surviving Herald is not affected by any change and will not be attacked by Krakens.


"Oh, and one last thing..."

"The Kraken will not permit global changes to harm the seas."

Change: Any global spells will not affect the seas on the board. This means the Kraken are immune to armageddeon, but they are still subject to long-range smites. As before, climate change spells won't change anything on the seas.


The Dark Seer, the Hidden One, the Lord of Shadows and Secrets

Power: 5d6 + 17 + 4 ⇒ (5, 6, 4, 1, 6) + 17 + 4 = 43
So let's go over this nice and slow. I now have 25 (or 26?) worshipers, netting 5d6 power. I get up to a maximum/turn bonus power equal to my religion (7) or a given settlement's population, whichever is less. That means that G14, G15, and H15 grant 2 each (total +6); H14 grants me 7, J14 grants me 5, I15 grants me 4, and I16 grants 2; for a sum of +6+7+5+4+2=+24. I started with 31 power, netting a Grand Total of: 31+24+43=98.

Note: I think my listed population on the map is incorrect, based on my previously stated actions and prices paid. I believe H14 should still be 7, while H15 should now be 2. I am going to use those values below.

Grow: G14 (cost 2), G15 (cost 2), H15 (cost 2), I16 (cost 3) <total cost: 9>
Produce Science (cost 0 due to no difficulty due to Survival): H14 (produces 7), I15 (produces 4), J14 (produces 5) <total production: 16>

Civic Miracle [Grow <G14>] (5+3)
Civic Miracle [Grow <G15>] (5+3)
Civic Miracle [Grow <G15>] (5+3)
Civic Miracle [Grow <G14>] (5+4)
Civic Miracle [Grow <G15>] (5+4)
Civic Miracle [Grow <G15>] (5+4)
<total miracle: 5+5+5+5+5+5+4+4+4+3+3+3 = 30+12+9 = 42+9 = 51>

Destruction Miracle [Smite <Kraken in E17> x3]
<cost: (3 base + 2 range)*3 = 5*3 = 15>
GAIN: NOTABLE REWARD (+10 power, next turn)

Destruction Miracle [Smite <Kraken in E12> x3]
<cost: (3 base + 2 range)*3 = 5*3 = 15>
GAIN: NOTABLE REWARD (+10 power, next turn)

Science Expenditure: <starting: 0+16 = 16>
[current 11]: cost 6
* Agriculture
[current 12]: cost 6
* Agriculture

Remaining Power: 31 <98-9-51-15-15=8>
Remaining Science: 4 <16-12=4>

By the by, yes, I realize I'm expending 15 power to get 10. I figure a total tax of 5 power each isn't too big a deal to allow my people and allies' people to be free of worry over the nasty kraken. Besides, calamari is tasty. Please let me know anything that needs to be changed. The smite values should be correct, since they're only two diagonal squares away from my closest cities.


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.


Power
54+generation: 5d6 ⇒ (6, 4, 6, 1, 6) = 23+Religion 42 = 119

Grow settlement N15 1power (3pop-3agr)
Grow settlement M13 1power (3pop-3agr)

Cast Miracle!

ARMAGEDDON! (100power 1/2domain=50power)

With the pieces all in place the great Lord Yogga is finally able to reach directly into the fabric of the world. The skies across the world grow dark and covered with unnatural oily black clouds, seeming to writhe with unseen tendrils of malice. Soon a dark rain falls, infecting the minds of those it touches, causing neighbor to turn against neighbor, and the lonely to turn against themselves, until only one remained. Within a night over half the world's population lies dead at the hands of their fellows, and only then do the clouds begin to recede...

Of course the phorax are not exempt from this madness, although they revel in the chance to turn upon each other, then swiftly move to rebuild what has been lost, even reconstructing some of their lost.

Grow Settlement J11 1Power (1pop-3agr)
Grow Settlement J12 1Power (2pop-3agr)
Grow Settlement K11 1Power (1pop-3agr)
Grow Settlement K12 1Power (2pop-3agr)
Grow Settlement L11 1Power (2pop-3agr)
Grow Settlement L12 1Power (3pop-3agr)
Grow Settlement L13 1Power (2pop-3agr)
Grow Settlement L14 1Power (2pop-3agr)
Grow Settlement M14 1Power (2pop-3agr)
Grow Settlement M15 1Power (3pop-3agr)
Grow Settlement N13 1Power (2pop-3agr)
Grow Settlement N14 1Power (3pop-3agr)
Grow Settlement O12 1Power (1pop-3agr)

13 total

Create Settler at M15 15 power (15stm+0stl)
Move settler to L15 and settle
Grow settlement L15 1power

Create Settler at L12 16 power (16stm+ostl)
Move Settler to K13 and settle
Grow Settlement K13 1power

Create army K13 x1 2power
Create army K12 x1 2power
Create army L13 x1 2power

Move 1 armies from M15 to L15

Advance at J11,J12,K11,L12,L14,L15,M13,M14,N13,N14,N15,O12 for 30 science
total science = 41
Buy advancement 15sci Weapons 4
Buy advancement 16sci Armor 2

Remaining
Power:15
Science:10
Settlements:17
Worshippers:44
Advancements:Agriculture 3, Armour 2, Religion 3, Survival 5, Weapons 4


Power Generation: 4d6 + 6 ⇒ (1, 2, 1, 5) + 6 = 15

Starting Power: 2
New Power: 17

Growth:
Grow H9: 8 power, new pop: 10
Grow H10: 4 power, new pop: 6

Create Settler H10: Cost 2 power, new pop: 5

Move Settler to I9, found settlement

Grow I9: 0 power, new pop: 2
I9: Festival, +1 power

Advance in H9, gain 10 science
Spend 10 science, gain Agriculture 2

Miracle: Raise Terrain on J9, 4 power

New Power: 0
New Science: 0

Bring on Armageddon.


Power
54+generation: 5d6 ⇒ (6, 4, 6, 1, 6) = 23+Religion 42 = 119

Grow settlement N15 1power (3pop-3agr)
Grow settlement M13 1power (3pop-3agr)

Cast Miracle!

ARMAGEDDON! (100power 1/2domain=50power)

Grow Settlement L12 3Power (6pop-3agr)
Grow Settlement M15 3Power (6pop-3agr)

6 total

Create Settler at M15 15 power (15stm+0stl)
Move settler to L15 and settle
Grow settlement L15 1power

Create Settler at L12 16 power (16stm+ostl)
Move Settler to K13 and settle
Grow Settlement K13 1power

Create army K13 x1 2power
Create army K12 x2 4power
Create army L13 x2 4power

Move 2 armies from M15 to L15
Move 1 army from L12 to K13

Advance at J11,J12,K11,L11,L14,L15,M13,M14,N13,N14,N15,O12 for 42 science
total science = 53
Buy advancement 15sci Weapons 4
Buy advancement 16sci Armor 2

Remaining
Power:18
Science:22
Settlements:17
Worshippers:44
Advancements:Agriculture 3, Armour 2, Religion 3, Survival 5, Weapons 4

Post modified to fit Armageddon at end of turn, science increased due to larger populations at time of advancement, final totals reflect after apocalypse population.


Male (In)human Game Master 3/Player 2/Philosopher 3/Game Designer 2

Owie...

4d6 + 20 + 11 ⇒ (6, 3, 1, 6) + 20 + 11 = 47 power...

D7 grows for 1 power and builds 2 armies for 4 power.
E9 grows for 2 power and builds 4 armies for 8 power.
F9 grows for 1 power and builds 3 armies for 6 power.
F10 grows for 2 power and builds 4 armies for 8 power.

F10 receives inspire city for 5 power, advancing science for 7 more points and improving weapons to 3 (5 science remaining).

4 armies from E8 attack D8 and the remaining 4 armies attack D9.

10 power remaining
5 science remaining


The nitty grits:

5d6 ⇒ (2, 1, 6, 2, 6) = 17 = 17 + 45 (religion) + 3 (last turn) = 65

20 science in reserve.

GROW SETTLEMENT at E3. Cost: (+7 pop -4 ag + 1 dif -3 survival) = 3. Pop 8.
GROW SETTLEMENT at F3. Cost: (+7 pop -4 ag + 1 dif -3 survival) = 3. Pop 8.
GROW SETTLEMENT at G3. Cost: (8 pop - 4 ag + 0 dif -3 survival) = 4. Pop 9.
GROW SETTLEMENT at E4. Cost: (+7 pop -4 ag + 3 dif -3 survival) = 3. Pop 8.
GROW SETTLEMENT at F4. Cost: (+5 pop -4 ag + 3 dif -3 survival) = 1. Pop 6.
GROW SETTLEMENT at G5. Cost: (+4 pop -4 ag + 3 dif -3 survival) = 1. Pop 5.
GROW SETTLEMENT at F6. Cost: (+5 pop -4 ag + 1 dif -3 survival) = 1. Pop 6.
GROW SETTLEMENT at G6. Cost: (+5 pop -4 ag + 1 dif -3 survival) = 1. Pop 6.
GROW SETTLEMENT at F7. Cost: (+5 pop -4 ag + 2 dif -3 survival) = 1. Pop 6.
GROW SETTLEMENT at D8. Cost: (3 pop - 4 ag + 0 difficulty [KT]) = 1. Pop 4.
GROW SETTLEMENT at D9. Cost: (+2 pop -4 ag + 2 difficulty [KT]) = 1. Pop 3.

Pop: 77.

Cost of growths: 20.

Power remaining: 45.

Advance: G3 (9), G4 (8), F3 (8), E3 (8), F4 (6), E4 (8), G5 (5), F6 (6), G6 (6), D9 (3), = 67 + 20 = 87.

BUY: Seafaring +1 (17), Weapons +7 (18), Survival +4 (19). 54. 33 in reserve.

CAST: Smite x 8 ([3 + 1] * 8 = 32) on the 2 armies attacking E8, the 2 armies attacking D8, 2 armies at D7, and

2 armies at E9 (2 armies each due to post-Armageddon).

13 power left.

Create 2 Kai-Teng army at D8 at a cost of 4 (0 difficulty).

9 power left.

Move 2 Centaur armies from D8 to D7 to capture the now defenseless D7. 1 will die due to Armageddon, the other

will conquer.

Move all 6 remaining armies from D8 to E9 - Attack!

Move all 4 armies from D9 to E9. - Attack!

10 armies will be in E9 at the end of turn. Armageddon will kill 5 of them.

Create 3 armies at F7 at a cost of 6 (1 difficulty - 3 survival).

3 power left.

Move all 5 armies at F7 to refuge in the sea at G8. This will save them from armageddon.

Move all 6 armies from F6 to F5 for refuge in the sea.

3 power held in reserve.

End turn.

RP:

The black cataclysm of hatred and strife called upon by Lord Yogga claims millions of Centaurs, but not all fall victim. Some armies, under the strict discipline of Centaur generals, take to the seas, whose unclouded skies betray their safety. These survive without loss, the only amongst the Centaur who are immune. However, in spite of the grave losses, the Ipparchia survives.

"Harken to the divine will of my father, the Lord on High, Alosvalophos, and SUBDUE!" roars Atilliax, favoured son of Alosvalophos, inspiring the morale of all Centaur who might have otherwise wilted in the face of the cataclysm. Now, emboldened by the deity, they know the way to regain what they have lost: By conquest!

These efforts of conquest are led by Attiliax, as his rampage continues unopposed. The titanic deity visits catastrophe upon the Kai-Teng; he is that which cannot be stopped, and his fury is such that the Ape-Men's armies are little more than toys for him to break. His power frees the way for The Jungle's End to fall unopposed via a single Centaur army, and to aid the assault against The Shaman's Enclave.

The last remains of the Shaecubi slaves, joined now by Kai-Teng schismatics, march side-by-side with the Centaur legions to attack The Shaman's Enclave. Could this be the end of the Red Scaled One's empire?


CYCLE 9 CONCLUDES:

Lord Yogga has cast ARMAGEDDON. Half the population of all non-sea units are destroyed. This damage is calculated before combat and first amongst destruction miracles. Recall: When the number of your troops or population is odd, you will lose more than even, because an odd number / 2 is always a half number which is rounded UP for damage. Thus a pop of 6 and 7 will both be knocked down to 3 population.

Lord Yogga

Your population post-Armageddon is 29, not 44. I think you weren't counting halving the population. If I have made any errors from your records, please be sure to tell me as there was a lot to calculate for you. I will gladly fix any errors I might make.

The Dark Seer

You have 1 less power than you think from your turn pre-KK total (you have 7, not 8). I have added your power from the kraken kills (+20) to your power total on the map. This will be for next turn's use. This gives you 27, not 33, power to use.

The Progress of War

An army of 7 Centaur, 2 Kai-Teng, and 1 Shaecubi (all with weapons 7 and war) attack E9 which is defended by an army of 2 Kai-Teng (with weapons 3 + armour 8). Due to Armageddon, 5 of Alosvalophos' armies are destroyed prior to combat. To determine which troops are saved from armageddon, we shall roll 5, 10 sided dice. 1-7 will be Centaur, 8-9 will be Kai-Teng, and 10 will be Shaecubi.

5d10 ⇒ (1, 3, 9, 6, 2) = 21 The result is 4 of the centaur army are killed and 1 Kai-Teng.

Accordingly, the combat will take place between:

Armour 8 - weapons 7 = 3 base for hit. 1 and 2 miss.

3 Centaur (4 difficulty - 4 survival = 0 difficulty = 3 or better hits):6d6 ⇒ (6, 3, 1, 3, 2, 2) = 17
1 Kai-Teng (1 difficulty - 4 survival = 0 difficulty = 3 or better hits):2d6 ⇒ (1, 3) = 4
1 Shaecubi (5 - 4 = 1. 4 or better hits):2d6 ⇒ (5, 2) = 7

vs.

2 Kai-Teng:2d6 ⇒ (1, 4) = 5

Result

All 2 Kai-Teng are killed. The Kai-Teng kill 1 army of Alosvalophos. 1-3 = Centaur. 4 = Kai-Teng. 5 = Shaecubi. 1d5 ⇒ 5 - The Shaecubi army is destroyed. With that, the Shaecubi vanish from the world to join the Void Beyond.

Alosvalophos conquers The Shaman's Enclave at E9. He gains a settlement of 1 population.

The unopposed army of Centaur at D7 conquers D7 gaining a settlement of 1 population for Alosvalophos.

Kraken populations have moved. None attack.

CYCLE 10 BEGINS

The world recovers from the Armageddon wrought from the hands of Lord Yogga. The Black Vizier ponders what may be interesting to introduce to stir the pot...

"Hmm. No. I will wait one MORE cycle for that. Oh, that will be BIG!"

"Oh, and including this Cycle, ye Gods and mortals, there are FOUR REMAINING."


CORRECTION TO PREVIOUS TURN:

The first round of combat was insufficient to establish the victor.

Round 2 of combat at Shaman's Enclave:

3 Centaur (4 difficulty - 4 survival = 0 difficulty = 4 or better hits):6d6 ⇒ (5, 4, 6, 2, 2, 1) = 20
1 Kai-Teng (1 difficulty - 4 survival = 0 difficulty = 4 or better hits):2d6 ⇒ (5, 2) = 7

v.

1 Kai-Teng (1 difficulty - 4 survival = 0 difficulty = 3 or better hits):1d6 ⇒ 5

Alosvalophos conquers on turn 2 of combat. To determine which dies on Alosvalophos' side:

Centaurs = even. Kai-Teng = odd.

1d6 ⇒ 1

The Kai-Teng Schismastics are killed.

Map updated.


Power!

18+5d6 ⇒ (3, 4, 1, 6, 5) = 19+religion3 30 =67

Hmmm, couple things on that map don't seem quite right, could have sworn L14 had 2 armies and 4 population before the... oh well.

Grow Settlement J11 1 power (1pop-3agr)
Grow Settlement J12 1 power (2pop-3agr)
Grow Settlement K11 1 power (1pop-3agr)
Grow Settlement K12 1 power (2pop-3agr)
Grow Settlement K13 1 power (1pop-3agr)
Grow Settlement L11 1 power (2pop-3agr)
Grow Settlement L12 1 power (3pop-3agr)
Grow Settlement L13 1 power (2pop-3agr)
Grow Settlement L14 1 power (1pop-3agr)
Grow Settlement L15 1 power (1pop-3agr)
Grow Settlement M13 1 power (2pop-3agr)
Grow Settlement M14 1 power (2pop-3agr)
Grow Settlement M15 1 power (3pop-3agr)
Grow Settlement N13 1 power (2pop-3agr)
Grow Settlement N14 1 power (3pop-3agr)
Grow Settlement N15 1 power (1pop-3agr)
Grow Settlement O12 1 power (1pop-3agr)

Create settler L13 17power
Move settler L13 to K14 and settle
Grow settlement K14 1 power (1 pop)

Create settler K12 18power
Move settler J13 to K14 and settle
Grow settlement J14 1 power (1 pop)

Move army x1 L15 to K14
Move army x2 J12 to J13

Festival at O12 1 power

Create armies x1 each J13,J12,J11,K11,L11,K13,K14
14 power total

Advance at L12,L14,L15,M13,M14,M15,N13,N14,N15
27science created

Total 39 science
Advancement
Armor 3 17science
Armor 4 18 Science

Remaining
Power:0
Science:4
Settlements:19
[b]Worshippers:
48
Advancements: Agriculture 3, Armour 4, Religion 3, Survival 5, Weapons 4


Yogga, L14 was at 3 pop. 3/2 = 1.5 = 2. 3 - 2 = 1. Double checked for ya. I don't see any armies at L14 in the last few turns. Did you just park an army there for a while?


A pompous caravan of richly attired and well-guarded Centaur diplomats arrive at what remains of the Kai-Teng empire. Their message, which they deliver to the leaders of the Kai-Teng, is simple:

"Your God wilts before the majesty of ours, Alosvalophos, the Celestial Patriarch, the Lord on High, the Broad Reaching, the Lord of the Spangled Sky, and Sky Father. Yet his mercy is pronounced: He has told our oracles that you may flee this land if you surrender all claim to this island and grant your lands unto us. In return, he shall bolster the dying embers of your God's soul with 25 pots of ambroisal nectar, delivered unto the next cycle as attested in this public declaration."

"Suffice it to say...refusal shall not be well regarded. No indeed."

OOC: The offer is an exchange of 25 power to be given to you next turn for your use for me to to conquer one square, and then sacrifice your troops and population so as to cast miracle create people elsewhere (NE island?).

A public declaration, I assume, will be taken as more binding than one made in private.


The diplomats wait no longer: With a noxious, equine "gift" in parting (steaming and dripping), the diplomats leave the Ape-men to their fate.

The message is clear: Prepare for war.


Male (In)human Game Master 3/Player 2/Philosopher 3/Game Designer 2

3d6 + 6 + 10 ⇒ (5, 5, 5) + 6 + 10 = 31

Both settlements grow for 1 point each, advance science generating a total of 8 science.

Sacrifice both settlements generating 8 power.

Create people on P5 for 0 power. The settlement grows for 1 power and advances science generating 2 points of science. Kai-Tang adapt to a diet of new region discovering new edible fruits and grubs advancing their agriculture to 5. (1 science remaining)

Create people on Q5 for 4 power (6 + 1, halved for domain). The settlement grows for 1 power and advances science generating 2 points.

Create people on P6 for 13 power (24 + 1, halved for domain). The settlement grows for 1 power and builds settlers for 3 power.

The settlers move to settle P7. The new settlement grows for 1 power and builds settlers for 4 power. Settlers guided by the divine auguries wait.

Power: 12.
Science: 3.
Worshippers: 6.
Inventions: Agriculture 5, Armour 8, Religion 10, Survival 5, Weapons 3.


5d6 ⇒ (1, 2, 1, 5, 4) = 13

39 from religion + 13 from the roll (grr!) + 3 left over from last turn = 55 power

I also have 33 science.

The nitty grits:

GROW SETTLEMENT at E3. Cost: (+4 pop -4 ag + 1 dif -3 survival) = 1. Pop 5.
GROW SETTLEMENT at F3. Cost: (+4 pop -4 ag + 1 dif -3 survival) = 1. Pop 5.
GROW SETTLEMENT at G3. Cost: (+4 pop -4 ag + 1 dif -3 survival) = 1. Pop 5.
GROW SETTLEMENT at G3. Cost: (+4 pop -4 ag + 0 dif -3 survival) = 1. Pop 5.
GROW SETTLEMENT at E4. Cost: (+4 pop -4 ag + 3 dif -3 survival) = 1. Pop 5.
GROW SETTLEMENT at F4. Cost: (+3 pop -4 ag + 3 dif -3 survival) = 1. Pop 4.
GROW SETTLEMENT at G5. Cost: (+2 pop -4 ag + 3 dif -3 survival) = 1. Pop 3.
GROW SETTLEMENT at F6. Cost: (+3 pop -4 ag + 1 dif -3 survival) = 1. Pop 4.
GROW SETTLEMENT at G6. Cost: (+3 pop -4 ag + 1 dif -3 survival) = 1. Pop 4.
GROW SETTLEMENT at F7. Cost: (+3 pop -4 ag + 2 dif -3 survival) = 1. Pop 4.
GROW SETTLEMENT at D9. Cost: (+1 pop -4 ag + 1 difficulty [KT] - 3 survival) = 1. Pop 2.
GROW SETTLEMENT at D8. Cost: (+2 pop - 4 ag + 0 difficulty [KT]) = 1. Pop 3.
GROW SETTLEMENT at D9. Cost: (+1 pop -4 ag + 2 difficulty [KT] - 3 survival) = 1. Pop 2.
GROW SETTLEMENT at E9. Cost: (+1 pop -4 ag + 2 difficulty [KT] - 3 survival) = 1. Pop 2.

Total costs of grows: 14

41 power.

Advance G3 (5), F3 (5), E3 (5), E4 (5), F4 (5), G4 (5), G5 (5), G6, (3), G6 (4), F7 (4). = 46 science + 43 = 79 total.

Purchase: Religion 5 (20), Seafaring +2 (21), and Seafaring +3 (22) for a cost of 63. 16 science remains.

Create settler at D8. Cost: 14 (+14 settlements). Settle C8. D8 pop: 2.

27 power.

GROW SETTLEMENT at C8. Cost: (+1 pop -4 ag + 2 difficulty [KT] - 3 survival) = 1. Pop 2.

26 power.

Create settler at G6. Cost: 15 (+15 settlements). Settle G7. F6 pop: 3.

Grow settlement at G7 (cost 1). Pop: 2.

10 power.

Hold festivals at D7, C8, D9, E9, and G7 for a total power generation of 2 + 2 + 2 + 2 + 2 = 10.

20 power.

Move 4 Centaur armies from G8 to H9 to ATTACK!

Move 1 Centaur army from G9 to G10. Then inspire forces (10 +2 distance) and move to H10 to ATTACK!

8 power.

Move 6 Centaur armies from F5 to G4.

Move 1 Centaur army from D7 to E8.

Move 3 Centaur armies from E9 to D9.

End turn.

Results -

Pop: 58
Settlements: 16
Power: 8
Science: 16
Purchases: Religion 5, Seafaring 2, Seafaring 3,

RP:

The conquest of the North West is complete. With the fleeing forces of the Kai-Teng seeking refuge in the North East, the continent has now been united under one God and one banner: Alosvalophos and the Ipparchia. The Kai-Teng schismatics who abandoned their dragonic deity rejoice, holding festivals in honour of their overlords and their new God.

As but one power rules on its shores, the continent may now be dubbed: Valophsia!

Yet still there is a matter of the outlier islands and the Source, a would be "ally" that has done little to assist the glory of Alosvalophos. Intent that their weapons should not be dulled, nor their time wasted, the Centaur decide it is time to subdue yet another God.

The seaborne legion splits: A single force attacks the undefended settlement, while the sparsely defended capital of the Cordyceps is assaulted by the main army.

"You have done ill to be so useless to our Lord," remarks the General to the slave-hosts of the Cordyceps. "But your lands should be of PRIME use to the Ipparchia!"

And so war begins afresh. The Centaur are a blodthirsty lot, and their expansionism shall not be checked!


Cycle 10 Concludes!

With Alosvalophos conquering the Kai-Teng, the Red Scaled One races to the North East to survive!

Because neither The Dark Seer not The Source moved this turn, they will both get the values of their rolls, all settlements grown by +1, and all settlements advancing.

The Source's roll: 3d6 ⇒ (3, 1, 2) = 6 + 7

The Dark Seer's roll: 4d6 ⇒ (5, 6, 6, 3) = 20 +17

The Source's growths cost: 4 + 2 + 1 = 7. Power remaining: 6

The Dark Seer's growths cost: 7. Power remaining 30. + 27 from last turn. 57 all together.

The Source gets 12 science.

The Dark Seer gets 19 science.

Lord Yogga

You created a settler at K12. You can't move from K12 to J14 to settle from there. Besides, that square is filled with The Dark Seer's population. Everything else is fine. You do get +2 power from not being able to make an army at J13 (which is not your square).

The Progress of War

Alosvalophos attacks the Source at H9 with 4 Centaur armies v. 1 Cordyceps army.

Neither side will have any difficulty from the terrain of 1F.

The Centaur have Weapons +7, the Cordyceps Weapons 1 and Armour 2

3 base to hit + 2 = 5 - 7 = -2 = 2 for the Centaur. For the Cordyceps, 2 will kill.

Centaurs: 8d6 ⇒ (4, 2, 1, 3, 1, 1, 2, 6) = 20
Cordyceps: 1d6 ⇒ 6

The Cordyceps kill 1 Centaur, the Centaurs kill 1 Cordyceps. Alosvalophos conquers the Cordyceps and gains H9 with 3 population.

The Centaur army at H10 conquers the uncontested square with 2 population.

Cycle 11 Begins

"Three cycles remain before the world ends!"

OOC: The map is being updated and MORE TO COME from the Black Vizier in a few!

The map is updated.


From out the formless abyss of the Void, the Black Vizier appears to all the Gods:

"Your divine amusements please me. But it pleases me more to add caprice to this world of law! Therefore, I offer all of you a BOON OF GREAT PRICE, provided you succeed in a QUEST I will have you undertake.

"30 units of your divine power will be yours if you can meet the requirements of my task.

"'Tis yours to decide whether this is worth your while."


Male (In)human Game Master 3/Player 2/Philosopher 3/Game Designer 2

3d6 + 6 + 12 ⇒ (6, 1, 6) + 6 + 12 = 31

Q5 grows for 1 power, builds settlers for 5 power, sends the settlers to P4 to create a new settlement. I don't know what difficulty is void terrain. Hopefully with survival 3 a 1d6 ⇒ 1 roll suffice... I found, difficulty is 5+elevation. Fail.

P5 grows for 1 power, builds settlers for 6 power. Sends them to O4. 1d6 ⇒ 5. Will it suffice? With survival 3 it will!

P6 grows for 1 power, builds settlers for 7 power. Sends them to O5. Needs 4 or more. 1d6 ⇒ 3. Ups. No volcanic settlement today.

P7 grows for 1 power, performs festivals generating 1 power. Already existing settlers move to O6 creating a settlement there.

O4 grows for 1 power and performs festivals generating 1 power.

O6 grows for 1 power, builds settlers for 8 power and sends them to N5.

N5 grows for the last point of power, performs festivals generating 1 power.

Power: 1.
Science: 3.
Worshipers: 10.


Power 2 + 5d6 ⇒ (1, 4, 2, 1, 1) = 9 + Religion3 43

Move 2 armies from M14 to L14
Move 2 armies from K13 to [b]J14
Move 2 armies from K14 to J14[/b]

The time has come, the first warning of the attack is a severed head thrown over the walls of one of the Iremae border colony, soon followed by a torrent more, the heads of the farmers of the surrounding lands. And not mearly as a threat as the heads soon rise up and begin moving through the colony, creating chaos and confusion as the full attack force hits.

move settler K12 to J13 and settle

Grow Settlements
J11 1 power (2pop-3agr diff negated by surv)
J12 1 power (3pop-3agr diff negated by surv)
J13 1 power (1pop-3agr diff negated by surv)
K11 1 power (2pop-3agr diff negated by surv)
K12 1 power (2pop-3agr diff negated by surv)
K13 1 power (2pop-3agr diff negated by surv)
K14 1 power (2pop-3agr diff negated by surv)
L11 1 power (3pop-3agr diff negated by surv)
L12 1 power (4pop-3agr diff negated by surv)
L13 1 power (1pop-3agr diff negated by surv)
L14 1 power (2pop-3agr diff negated by surv)
L15 1 power (2pop-3agr diff negated by surv)
M13 1 power (3pop-3agr diff negated by surv)
M14 1 power (3pop-3agr diff negated by surv)
M15 1 power (4pop-3agr diff negated by surv)
N13 1 power (3pop-3agr diff negated by surv)
N14 1 power (4pop-3agr diff negated by surv)
N15 1 power (2pop-3agr diff negated by surv)
O12 1 power (2pop-3agr diff negated by surv)
19Power Total

Create Army x2 K14 4 power

All other provinces generate science = 62 + prior stockpile = 66
Buy advancement
Agriculture 4 - 18
Armor 5 - 19
Armor 6 - 20
Remaining science 15

Finishing totals
Power: 31
Science: 15
Worshipers: 66
Settlements: 19
Advancements: Agriculture 4, Armour 6, Religion 3, Survival 5, Weapons 3


5d6 ⇒ (4, 2, 4, 3, 2) = 15

8 Power from Last Turn + 60 (!) from religion + 15 from roll = 83

16 science held in reserve.

The nitty grits:

GROW SETTLEMENT at E3. Cost: (+5 pop -4 ag + 1 dif -3 survival) = 1. Pop 6.
GROW SETTLEMENT at F3. Cost: (+5 pop -4 ag + 1 dif -3 survival) = 1. Pop 6.
GROW SETTLEMENT at G3. Cost: (+5 pop -4 ag + 1 dif -3 survival) = 1. Pop 6.
GROW SETTLEMENT at G3. Cost: (+5 pop -4 ag + 0 dif -3 survival) = 1. Pop 6.
GROW SETTLEMENT at E4. Cost: (+5 pop -4 ag + 3 dif -3 survival) = 1. Pop 6.
GROW SETTLEMENT at F4. Cost: (+4 pop -4 ag + 3 dif -3 survival) = 1. Pop 5.
GROW SETTLEMENT at G5. Cost: (+3 pop -4 ag + 3 dif -3 survival) = 1. Pop 4.
GROW SETTLEMENT at F6. Cost: (+4 pop -4 ag + 1 dif -3 survival) = 1. Pop 5.
GROW SETTLEMENT at G6. Cost: (+4 pop -4 ag + 1 dif -3 survival) = 1. Pop 5.
GROW SETTLEMENT at F7. Cost: (+4 pop -4 ag + 2 dif -3 survival) = 1. Pop 5.
GROW SETTLEMENT at D9. Cost: (+2 pop -4 ag + 1 difficulty [KT] - 3 survival) = 1. Pop 3.
GROW SETTLEMENT at D8. Cost: (+2 pop - 4 ag + 0 difficulty [KT]) = 1. Pop 3.
GROW SETTLEMENT at D9. Cost: (+2 pop -4 ag + 2 difficulty [KT] - 3 survival) = 1. Pop 3.
GROW SETTLEMENT at E9. Cost: (+2 pop -4 ag + 2 difficulty [KT] - 3 survival) = 1. Pop 3.
GROW SETTLEMENT at G7. Cost: (+2 pop -4 ag + 1 dif -3 survival) = 1. Pop 5. = 1. Pop 3.
GROW SETTLEMENT at C8. Cost: (+2 pop -4 ag + 2 difficulty [KT] - 3 survival) = 1. Pop 3.
GROW SETTLEMENT at H9. Cost: (+2 pop -4 ag + 0 dif [CY] -3 survival) = 1. Pop 5. = 1. Pop 4.
GROW SETTLEMENT at H10. Cost: (+2 pop -4 ag + 0 dif [CY] -3 survival) = 1. Pop 5. = 1. Pop 3.

Cost of growths: 18

Power left: 65.

Advance E4 (6), E3 (6), F3 (6), F4 (5), G5 (4), G6 (4), F6 (5), G7 (3), D7 (3), C8 (3), D8 (3), E9 (3), G3 (6) = 57 + 16 = 73

ADVANCE Weapons 7 (23) and Weapons 8 (24).

26 science left.

Create 3 armies at G4. Cost: 6 (2 dif -3 survival).

59 power left.

Move all 8 armies from G4 to I4 (seafaring) all of whom attack the Lesser Herald.

Create 2 armies at D9: Cost 4.

Move all 5 armies from D9 to D12 (seafaring)

55 power left.

F7 holds a FESTIVAL for 3 power.

58 power left.

Create 2 armies at H9: Cost 4.

54 power left.

Move all the armies from H9 to K9 (with Seafaring +3). INSPIRE FORCES on this army (10 + 3 = 13) to move to L11 and ATTACK -without- the benefit of war. This army will only attack once, and if successful, satisfy the quest for this turn (OOC: As Umby can testify).

1 Centaur army, however, will not join the attack there, and instead INSPIRE FORCES will be cast once more (10 + 4) so that this 1 army can attack L12.

13 + 14 = 27

27 power left.

Cast LOWER TERRAIN on G8, H8, I11, and 110, for a cost of 27 total. ([6 + 1] * 4). This shall turn them into DEEP WATER (-2W).

Zero power left.

Move the army at E8 to F8.

RP:

As the world grows old and the foretold apocalypse races to its unveiling, Alosvalophos appears in the sky before the Centaur warships, proclaiming the last conquest for his people:

"The end of this world draws nigh, and old alliances, and old friendships, bear no longer upon my conscience. Lord Yogga, have at thee! It shall be I, the Lord on High, who alone ascends to eternal Godhood!"

The beachhead secured, the Centaurs, some of whom bear swords impregnated with Cordyceps spores, set the first hooves to the Southern Continent and begin their assault. Their fury is as the surge of the seas tossed by tempest winds, though the larger of the contingents oddly fights with...one hand tied behind their back?

Meanwhile, the sea is deepened by the hands of Alosvalophos himself so as to allow in the coming age the faster travel of centaur barges. The world will be changed even in these latter days!

Power: 0 (though possibly +30 if my quest succeeds).
Science: 26.
Worshippers: 79
Settlements: 18
Advancements this turn: Weapons 7 and 8.


CYCLE 11 ENDS

The Source's roll: 1d6 ⇒ 4 + 6 from last turn = 10.

He creates people at N4 (not N5 because The Red Scaled One is there). Growth costs 1.

He has 9 science.

+ 2 science more = 11.

2 worshippers.

The Dark Seer's roll 4d6 ⇒ (5, 1, 4, 6) = 16+ 24 from religion = 40.

Cost of growths = 10

All advance for 32 science.

With last turn's totals, the Dark Seer now has 87 power and 51 power and 28 pop.

The Red Scaled One

You have 12 worshippers, actually!

The Progress of War

Lord Yogga attacks with 4 Phorax Armies against a single army of The Dark Seer.

Lord Yogga has armour 6 + weapons 3 (he must roll a 2 to hit)v. non-modified Dark Seer (he must roll a 6 to hit).

Yogga: 4d6 ⇒ (1, 2, 5, 1) = 9
The Dark Seer:1d6 ⇒ 4

Yogga conquers J14 at a loss of 0 troops.

----

Alosvalophos conquers L13 (uncontested).

Alosvalophos 4 armies (2 Centaurs, 2 Cordyceps) attack the 1 Phorax army of Lord Yogga at L11

Alosvalophos has weapons +8 and Lord Phorax has weapons +3 + armour 6.

Base being 2 + 6 = 8 -8 = 0 = 2. Alosvalophos must roll a 1 in order to kill. Lord Phorax must roll a 2 to kill.

For this combat, Alosvalophos has refused to use war. If he wins, he will succesfully complete his quest and gain +30 power next turn. If he loses, no such power will be granted.

Centaur: 2d6 ⇒ (6, 6) = 12
Cordyceps: 2d6 ⇒ (2, 5) = 7
Phorax: 1d6 ⇒ 2

Odds = Cordyceps. Evens = Centaur.

1d6 ⇒ 4

1 Centaur army is killed. 1 Phorax army is killed.

Alosvalophos conquers L11. Alosvalophos gains 30 power, having achieved his quest.

Alosvalophos attacks the Lesser Herald with 9 Centaur armies. He must hit a 2 to win. The Herald must hit a 2 to win.

Centaur: 18d6 ⇒ (2, 4, 2, 6, 5, 4, 3, 6, 4, 5, 5, 5, 1, 1, 3, 1, 1, 6) = 64
Herald: 1d6 ⇒ 6

1 Centaur army dies. The Herald is destroyed.

RP:

The ceaseless war-lust of the Centaur drive them to conquer lands in the distant South, as ally turns against ally, and Alosvalophos now makes an enemy of the world. He has fought all the Gods thus far, but will Lord Yogga be the one to stop the advance of thundering hooves at long last?

Meanwhile, the NE is settled by not only the Red Scaled One, but also the Source. Will these old enemies share a peaceful coexistence? Or will they slaughter one another to the last?

And finally, Lord Yogga has assaulted the Dark Seer, who has fallen victim to the initial assault. Will the Iremae meet the same fate the Shaecubi have?

"TUNE IN NEXT CYCLE!"

Cycle 12 Begins

Five to midnight runs the clock. The penultimate cycle is upon the world, and in these latter days, what horrors may befall the world from the Void itself?


The Dark Seer, the Hidden One, the Lord of Shadows and Secrets

Starting Power: 87
Starting Science: 51
Power: 5d6 + 87 + 28 ⇒ (3, 4, 1, 3, 5) + 87 + 28 = 131

Total Power At Turn Start: 131

The machine has chosen foolish and empty destruction. Let us leave them to the stupid horse. Be gone, fool, for the half-horse is your foe and pointless 'competitor' - you seek to win, they should be your focus, not we. By pointlessly expending energy in battles against us - who have been your peaceful neighbors - you have all but assured your own inevitable destruction. Wasteful. Stupid.

Half-horse, you, yourselves, are even more foolish. Wicked, stupid things, eager for nothing but your own empty strength, which fades, as all things do, with time. To call you 'dumb' would be cruel to those who cannot talk. Even your name is a cruelty: 'half-horse' is an insult to the noble (if stupid) creatures.

Have all in this world chosen the demise of all others? My shaecubi did not, and were persecuted for 'sins' that none dare utter, for, as the accusations bequeathed on I, their father, such statements were false. The Iremae were rescued from their own spiral of self-destruction by my shaecubi, and what are the thanks the world gives for gifts of peace and life? Elimination of that which is kind to others, sacrificial to save.

No, if ending and conflict is what this world craves, this 'Dark Vizier' and 'Entity', than ending and conflict we will provide. Empty. Boring. Wasteful.

Come to me, my adopted children, my Iremae. Join the few remaining souls of the shaecubi that are within me. We shall leave to find a new harbor and a new place of life.

Destruction Miracle [Sacrifice, all <I15>] (+4)
Terrain Miracle [Lower <I13, I14x3, I15x2> all to -2W; x6] (36)
Grow <G14> (costs 2)
Civic Miracle [Grow <G14>] (5+3)
Grow <G15> (costs 3)
Grow <H14> (costs 3)
Grow <H15> (costs 3)

Science Expenditure: <starting: 51>
[current 13]: cost 7
* Agriculture
[current 14]: cost 7
* Agriculture
[current 15]: cost 8
* Agriculture
[current 16]: cost 8
* Agriculture
[current 17]: cost 9
* Armor
[current 18]: cost 9
* Armor

Remaining Power: 80 <131+4-36-2-8-3-3-3 = 80>
Remaining Science: 3 <51-7-7-8-8-9-9 = 3>


The stars themselves shift into the likeness of the noble face of Alosvalophos, the Celestial Patriarch, in order to offer his rebuttal to the words of scorn and calumny the Dark Seer has uttered:

"We have heard your rants and raving, o! Dark Seer. We have heard you cry and lament. We have heard the vile venom of your words, and suffered its sting...

"But now it is time to set things aright.

"You say all have accused you of sin, yet none dare name it? Then I shall proclaim it thus: Weakness! Weakness is your sin, coward!

"Weakness has always been your sin, fool. It has always been that which has motivated you, which has caused your fall from grace! Aeons ago, when you were lost to the heirarchy, it was so, and persisting in your folly, you have not become wise, but more the fool than ever!

"You proclaim the fading of my strength. I spit in your face and upon your name! My strength shall never fade, for I am Conquest itself. I am that which subdues, which subordinates, which triumphs against all foes, and my victory, being so assured, shall lead me to monohegemony over this world as the one, true God!

"I slaughtered your people, coward. I took your Shaecubi and offered them to me as a blood sacrifice to my greatness. Every. Last. One. A sacrifice to me. I glutted myself on their meat, became drunk on their blood, and bathed in the sweet incense of their burning bones. And the last of your people? Died as my slave soldiers, fighting my wars, and conquering others. They were mine to toy with, and yours to cry over.

"All the other divines shall be remembered in the poems which my people shall, in future ages, compose in honour of me. They shall remember the machines I destroyed, the dragon I slew, and the plague of toadstools I eradicated. But they shall not remember the sinner. No, your name shall be blot out unto history, unto this world. It shall be as you never were. You shall be as nothing, for such have you always strived to be!"

"Come now, Dragon! Come now, Machine! Come now, Mushroom! I spit upon all of you, for I am Alosvalophos, the Broad-Reaching, and I am the true God of this world, and upholder of the greatest truth: That he with power is master of fate!"

OOC: Some non-turn RP. The turn won't be posted just yet.


Male (In)human Game Master 3/Player 2/Philosopher 3/Game Designer 2

3d6 + 12 + 12 ⇒ (2, 1, 5) + 12 + 12 = 32

A total points of seven power is used to make all the existing settlements grow by 1.

Settlers from Q5 try to settle P4 again. Need 3+ meaning that roll of 1d6 ⇒ 2 is... Failure... Again...

Settlements O6, P5, P6, P7, and Q5 advance science generating a total of 13 science, which together with surplus of 3 science is more than enough to advance survival to 4 (1 science remaining).

N5 builds 2 armies spending 4 power and sends one army to N4.

Q4 harvests soul crystals spending 1 power and generating 15 power.

Settlers from P6 try to settle O5 again. Need 3+. 1d6 ⇒ 3. Good.

O5 grows for 1 point and builds settlers for 9 points. Settlers go and settle N6 - due to survival skill no roll is needed.

N6 grows for 1 point and builds settlers for 10 points. Settlers go and settle M6.

M6 grows for 1 power and mines the meteor generating 2d6 ⇒ (6, 6) = 12 power. Ups. No more meteor?

The settlers on Q5 are inspired to try to settle P4 again (5 power). This time they need 2+... 1d6 ⇒ 3... And success.

P4 immediately grows for 1 power, harvest soul crystals paying 1 power and generating 14 more. Then gets inspiration to build new settlers for a total of 5+10 power who settle O3.

O3 grows for 1 power, and builds an army for 2 power.

P5 receives inspiration and builds 2 armies. One army moves to O4 and the other one to O5.

Power: 5.
Worshippers: 26 according to my count.
Science: 1.
Advancements: Agriculture 5, Armor 8, Religion 10, Survival 4, Weapons 3.


Correction

Alosvalophos has weapons 9, not weapons 8. The science totals remained the same.


Male (In)human Game Master 3/Player 2/Philosopher 3/Game Designer 2

Correction:

My remaining power is 2, not 5 - I missed extra power cost for terrain difficulty while building settlers on O5 (2 extra power) and P4 (1 extra power). N6 was just within survival difficulty reduction range.


5d6 ⇒ (2, 6, 5, 5, 6) = 24

30 power + 77 (!!!) from religion + 24 from roll (yes!) = 131. Ho boy!

26 science from last turn.

The nitty grits:

Purchase agriculture 5 for 25 science. 1 science remaining.

GROW SETTLEMENT at E3. Cost: (+6 pop -5 ag + 1 dif -3 survival) = 1. Pop 7.
GROW SETTLEMENT at F3. Cost: (+6 pop -5 ag + 1 dif -3 survival) = 1. Pop 7.
GROW SETTLEMENT at G3. Cost: (+6 pop -5 ag + 1 dif -3 survival) = 1. Pop 7.
GROW SETTLEMENT at G3. Cost: (+6 pop -5 ag + 0 dif -3 survival) = 1. Pop 7.
GROW SETTLEMENT at E4. Cost: (+6 pop -5 ag + 3 dif -3 survival) = 1. Pop 7.
GROW SETTLEMENT at F4. Cost: (+5 pop -5 ag + 3 dif -3 survival) = 1. Pop 7.
GROW SETTLEMENT at G5. Cost: (+4 pop -5 ag + 3 dif -3 survival) = 1. Pop 5.
GROW SETTLEMENT at F6. Cost: (+5 pop -5 ag + 1 dif -3 survival) = 1. Pop 6.
GROW SETTLEMENT at G6. Cost: (+5 pop -5 ag + 1 dif -3 survival) = 1. Pop 6.
GROW SETTLEMENT at F7. Cost: (+5 pop -5 ag + 2 dif -3 survival) = 1. Pop 6.
GROW SETTLEMENT at D9. Cost: (+3 pop -5 ag + 1 difficulty [KT] - 3 survival) = 1. Pop 4.
GROW SETTLEMENT at D8. Cost: (+3 pop -5 ag + 0 difficulty [KT]) = 1. Pop 4.
GROW SETTLEMENT at D9. Cost: (+3 pop -5 ag + 2 difficulty [KT] - 3 survival) = 1. Pop 4.
GROW SETTLEMENT at E9. Cost: (+3 pop -5 ag + 2 difficulty [KT] - 3 survival) = 1. Pop 4.
GROW SETTLEMENT at G7. Cost: (+3 pop -5 ag + 1 dif -3 survival) = 1. Pop 5. = 1. Pop 4.
GROW SETTLEMENT at C8. Cost: (+3 pop -5 ag + 2 difficulty [KT] - 3 survival) = 1. Pop 4.
GROW SETTLEMENT at H9. Cost: (+4 pop -5 ag + 0 dif [CY] -3 survival) = 1. Pop 5. = 1. Pop 5.
GROW SETTLEMENT at H10. Cost: (+3 pop -5 ag + 0 dif [CY] -3 survival) = 1. Pop 5. = 1. Pop 4.
GROW SETTLEMENT at L11. Cost: (+2 pop -5 ag + 2 dif [PX] -3 survival) = 1. Pop 5. = 1. Pop 3.
GROW SETTLEMENT at L12. Cost: (+2 pop -5 ag + 0 dif [PX] -3 survival) = 1. Pop 5. = 1. Pop 3.

Cost of growths: 20.

111 power left.

Advance E3 (7), F3 (7), G3 (7), E4 (7), F4 (6), G4 (7), G5 (5), G6 (5), F6 (6), F7 (6), G7 (4), D7 (4), D8 (4), C8 (4), D9 (4), and E9 (4) = 87 + 1 = 88

Purchase weapons 10 (26), Armour 1 (27), Religion 6 (28) = 81. 7 remains.

Move 1 army from F8 to H9.

Move 8 centaur armies at I4 to L4, then INSPIRE FORCES (10 + 5 = 15) to attack N4!

Move all 5 armies (3 Centaur + 2 Kai-Teng) to F14 then INSPIRE FORCES (10 + 5 = 15) to attack G15!

30 power.

81 power left.

Create 3 armies at H9 for 6 power.

Create 2 armies at H10 for 4 power.

10 power all together.

71 power left.

Move the 3 armies at H9 (not counting the 1 that just landed) and attack J11 through I10!

Move the 3 armies from H10 to H13 then INSPIRE FORCES (10 +3 = 13) to attack H14!

58 power left.

Create two armies at L11 for 4 power.

Create two armies at L12 for 4 power.

50 power left.

Cast LOWER TERRAIN (6 + 1 = 7) on M12.

43 power left and reserved for the next turn.

RP:

The penultimate age of this world sees the advent of global conquest. Not one, not two, not three, but ALL four other deities are challenged by the might of Centaur hordes, who under the gaze of Alosvalophos, are compelled with unbridled bloodlust to conquer!

The God mocks the others: "The four corners of this world are mine to conquer, and you false Gods wither before the might of my chosen! The Centaur hooves, can you hear them? They echo in the hills, they roar in the valleys! You've no hope. I have triumphed!"


Cycle 12 ends!

Lord Yogga

5d6 ⇒ (5, 1, 3, 4, 4) = 17 = 17 + 54 = 71 + 31 = 102.

Everything grows by +1 at a cost of...22 = 80. Then everything advances, giving him 81 science. 66 + 81 = 147.

The Source

1d6 ⇒ 6 3 + 2 - 1 = 4 + 15 = 19

Gain +2 science + 23 = 25.

The Red Scaled One

Can you check your numbers again? I count 25 settlers. Maybe I forgot to add one somewhere?

The Progress of War

Alosvalophos attacks The Red Scaled One's army on the Source's territory at N4. Alosvalophos' 8 centaur with weapons 10 and armour 1 fight the Red Scaled One's 1 Kai-Teng Army with weapons 3 and armour 8.

Base armour = 2 + 8 = 10 - 10 = 0 + 2 = 2. Centaurs must roll 2 or better to beat the Kai-Teng army.

Base armour = 2 + 1 = 3 -3 = 0 + 1. Kai-Teng must roll a 2 or better to beat the Centaur army.

16d6 ⇒ (4, 4, 3, 1, 6, 2, 3, 2, 2, 5, 2, 2, 1, 3, 3, 5) = 48
1d6 ⇒ 3

Alosvalophos kills the Kai-Teng army and loses 1 Centaur army. He conquers N4 from The Source who has no defense, gaining a settlement with 1 pop.

Alosvalophos' 3 Cordyceps Armies (weapons 10 and armour 1) attack Lord Yogga's 1 Phorax (weapons 6 + armour 3) at J11.

Base armour = 2 + 1 = 3 -6 = 0 + 1. Phorax must roll a 2 or better to beat the Cordyceps army.

Base armour = 2 + 3 = 5 - 10 = 0 + 2 = 2. The Cordyceps must roll a 2 or bette rto beat the Phorax army.

6d6 ⇒ (1, 3, 3, 6, 3, 6) = 22
1d6 ⇒ 2

The Cordyceps army kill the Phorax without loss. Alosvalophos conquers J11 with 2 pop.

Alosvalophos also conquers G14 and H14, gaining a settlement of 3 and 3 pop, respectively.

The Final Cycle Begins

The Black Vizier addresses the Gods:

"The victor of this world will be granted the supreme Godhood promised by the Entity, who will once more grace this world with her presence upon the conclusion of this Cycle!"

OOC: The map has been updated. Alert me to any errors on my part, please.


Male (In)human Game Master 3/Player 2/Philosopher 3/Game Designer 2

Spoiler:
Drejk wrote:
A total points of seven power is used to make all the existing settlements grow by 1.

Assuming the value of 12 worshippers at the start of the turn was correct, +7 gives 19...

Quote:

Settlers from P6 try to settle O5 again. Need 3+. 1d6. Good.

O5 grows for 1 point and builds settlers for 9 points. Settlers go and settle N6 - due to survival skill no roll is needed.

N6 grows for 1 point and builds settlers for 10 points. Settlers go and settle M6.

M6 grows for 1 power and mines the meteor generating 2d6 power. Ups. No more meteor?

O5 and N5 have 1 worshipper each. M6 has 2 worshippers. Total 23.

Quote:

The settlers on Q5 are inspired to try to settle P4 again (5 power). This time they need 2+... 1d6... And success.

P4 immediately grows for 1 power, harvest soul crystals paying 1 power and generating 14 more. Then gets inspiration to build new settlers for a total of 5+10 power who settle O3.

O3 grows for 1 power, and builds an army for 2 power.

P4 has population of 1 and O3 has population of 2, giving a total of 26.


Male (In)human Game Master 3/Player 2/Philosopher 3/Game Designer 2

5d6 + 2 + 25 ⇒ (3, 2, 4, 1, 5) + 2 + 25 = 42

7 x smite on centaur armies on N4 for 28 points of power.
Armies from O4, O5, O6, N6, enter the N4.

All the twelve settlements (twelve colonies?) increase their population taking advantage of high agriculture and survival. 12 power.

All the settlements except O4, P4 advance science generating a total of 30 science. Together with 1 point of science in surplus, this will allow for to advancement (15 for one and 16 for second). Survival 5, armor 9. Not that they will be of much use, but I like well developed technology.

O4 and P4 spend one power each to harvest void fields and generate a total of 32 power.

I might do something with those points later...


The Dark Seer, the Hidden One, the Lord of Shadows and Secrets

Power: 4d6 + 80 + 6 + 6 + 5 ⇒ (3, 6, 1, 3) + 80 + 6 + 6 + 5 = 110

Smite all the centaur armies of G14 and H14.

Smite more if they any more pop up. Smite them into non-existence.

Sacrifice (rapture) I16. Lower I16 twice.

Use all remaining power to grow remaining cities' population.

Having started with 80 power, I can lower I16 twice and then smite up to 32 times. I have, unfortunately, run out of turns with which to rapture all my remaining people.


you know what to heck with it I'll post afterall

Power 80 +5d6 ⇒ (1, 6, 5, 3, 2) = 17 + 51 Religion3

power 148

Obliterate
E3 14 power (20+distance8 /2domain)
E4 14 power (20+distance7 /2domain)
F3 14 power (20+distance8 /2domain)
F4 14 power (20+distance7 /2domain)
G3 14 power (20+distance8 /2domain)
G4 14 power (20+distance7 /2domain)
G5 13 power (20+distance6 /2domain)
G6 13 power (20+distance5 /2domain)
F6 13 power (20+distance5 /2domain)
F7 13 power (20+distance5 /2domain)

-136 power

J14, K14, L14, N14
Festival generating 9 power

Create army
x3 J12 Move to J11
x2 K11 move to L11
x2 K12 Move to L11
x3 M13 Move to L12

Uses 20 power

1 power remains

Don't have the focus to decide on anything for the rest of the settlements to do or to work on growing the settlements.

147 science
Advancements
21sciene armor 7
22science armor 8
23science armor 9
24science armor 10
25science weapons 4
26science religion 4

And so it came to pass that the skies high above the holy homeland of the centaurs did grow darker and darker over the many years since their grand betrayal, until the patient Lord decided they were ripe for punishment. The skies grew darker and darker still, within a week the sun was almost a forgotten memory, a dark black rain fell from the sky obscuring the land, driving some to the ancient rage and bloodfrenzy like in the ancient days of horror that still plague the racial memory; before finally a great un-light blazed through the clouds, shattering buildings, toppling huts, seeming to tear the very world out from around the northern content before in an instant the un-light and all the unwholesome storm simply vanished as though never their at all, leaving behind a beautiful summer day over the toppled cities festooned with corpses, buildings and centaurs both seeming to have simply dropped where they stood, as though unable to bear holding themselves up any longer. Such is the price paid for treachery.

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