
Alosvalophos |

You gain power from population with religion. It supplements (or magnifies!) your roll by a simple calculation:
Take your religion stat. If it is equal or less than the population in a given tile, get that much power. If it is greater than the population in the tile, get power equal to the tile's population.
Power is the currency that makes almost anything good happen in game.

Alosvalophos |

Okay guys, do me a favour:
A really easy way for me to update the map is if everyone summarizes their turn on the bottom of their turn.
So something like this is great:
Settlements: X1 (3), X2 (5 + 2 armies), X3 (4 + 2 shields), would be best. Total: 3.
Worshippers: 12
Power: 3
Science: 0
New advancements: Religion +1, Religion +2
Please don't just write "gain a rank in religion". It makes it confusing. Say "gain Religion +4, religion +5".
Permutations of the above would all work. Just make it so that I have a quick reference for easy map editing. I will check your turn to make everything is good.
Also, don't forget difficulty rolls. They are vital.
But so far, so good. We're all on the righ track. If I've messed up anything, tell me here in discussion or PM. I will make corrections!

Darjuu |

Darju
You do not gain power from religion in excess of the pop on the square. You only get 1 more power from religion, not 4. This means you have 1 less power than you think at the end of the turn - invalidating one action due to lack of power.
Good thing: It was just an advancement that gave you 1 science. The bad news: You needed that 1 science to get Armour 3. You can't get Armour 3, but you do have 2 extra science.
You also cannot get armour 3. You have no armour. You could only get armour +1.
Are you sure? I had 2 Religion at the start of Turn 2 and had 2 Pop in one settlement and 3 Pop in the other. The way I read it I could gain up to 2 Power per Settlement, provided each Settlement has at least 2+ Pop. Or did I misread the Rules?

Alosvalophos |

Alosvalophos wrote:Are you sure? I had 2 Religion at the start of Turn 2 and had 2 Pop in one settlement and 3 Pop in the other. The way I read it I could gain up to 2 Power per Settlement, provided each Settlement has at least 2+ Pop. Or did I misread the Rules?Darju
You do not gain power from religion in excess of the pop on the square. You only get 1 more power from religion, not 4. This means you have 1 less power than you think at the end of the turn - invalidating one action due to lack of power.
Good thing: It was just an advancement that gave you 1 science. The bad news: You needed that 1 science to get Armour 3. You can't get Armour 3, but you do have 2 extra science.
You also cannot get armour 3. You have no armour. You could only get armour +1.
The barrens bonus add +1 religion to any square that is barrens. This means that you have religion 2 in both your barrens squares, but only one can take advantage of this (because it has pop 3).
Essentially, you have GLOBAL religion +2 and LOCAL religion +3. You understand now?
This means -1 less power.
It's easy to mess up on this point, so don't sweat it. Plus, you can get your next science upgrade super easily, as you only need 1 more science. Armour is also good -right as soon as you get it-, unlike religion, so you haven't missed out.

Alosvalophos |

Darjuu wrote:Alosvalophos wrote:Are you sure? I had 2 Religion at the start of Turn 2 and had 2 Pop in one settlement and 3 Pop in the other. The way I read it I could gain up to 2 Power per Settlement, provided each Settlement has at least 2+ Pop. Or did I misread the Rules?Darju
You do not gain power from religion in excess of the pop on the square. You only get 1 more power from religion, not 4. This means you have 1 less power than you think at the end of the turn - invalidating one action due to lack of power.
Good thing: It was just an advancement that gave you 1 science. The bad news: You needed that 1 science to get Armour 3. You can't get Armour 3, but you do have 2 extra science.
You also cannot get armour 3. You have no armour. You could only get armour +1.
The barrens bonus add +1 religion to any square that is barrens. This means that you have religion 2 in both your barrens squares, but only one can take advantage of this (because it has pop 3).
Essentially, you have GLOBAL religion +2 and LOCAL religion +3. You understand now?
This means -1 less power.
It's easy to mess up on this point, so don't sweat it. Plus, you can get your next science upgrade super easily, as you only need 1 more science. Armour is also good -right as soon as you get it-, unlike religion, so you haven't missed out.
No power needed. Those moves are just regular moves.
You can go from A1 to B2. That's a completely valid move!

Alosvalophos |

Iazamaz, he who walks among us wrote:how many uses of the alter terrain miracle does it take to terraform a forest into a volcano?From what I can see, Iaz, Four:
Forest -> Scrubland
Scrubland -> Barren
Barren -> Crater
Crater -> Volcano
Correct.
I think you'd be better served doing it to a crater or barrens tile.

The Warlord |

I think I didn't calculate right the use of science can you help me so i can make the proper changes
I will retain Agriculture +3 so that I can make all the changes and uses of power, it's just the additional Religion and other Advancements I might change to make it proper. +6 Science from Volcanos.

Alosvalophos |

I think I didn't calculate right the use of science can you help me so i can make the proper changes
I will retain Agriculture +3 so that I can make all the changes and uses of power, it's just the additional Religion and other Advancements I might change to make it proper. +6 Science from Volcanos.
You had 5 science to start off the turn + 6 you got from your volcanoes.
As you don't have discovery, your advancement costs are:
3, 4, 5, and 6 for your next four advancements.
You're gaining 3 ranks in religion and 2 in agriculture.
So that'd be Agriculture +2 (3), Agriculture +3 (4), Religion 1 (5), Religion 2 (6), and Religion 3 (7). You don't have enough science for that. (The players with discovery get half cost for advancements, thus you might be a bit confused.)
Also: When you buy new advancements, you have to do that in turn. Don't just calculate it at the end, as these will come into effect at different times depending on when you do them. It also is confusing when I see new advancements at the end without some mention of buying/advancing them.
Lastly, do me a favour and be sure to mention you're attacking when you attack. This is important as other players might miss the details of your post if you don't make it clear what you're doing.

The Warlord |

Got it, will adjust things.
I already had Religion +1 so I can have Religion +3 since It's not starting at 0 i already had a 1 on it
so it would look like this:
ADVANCEMENT Agriculture +2 ( Cost 3 Science)
ADVANCEMENT Agriculture +3 ( Cost 4 Science)
ADVANCEMENT Religion +2 ( Cost 5 Science)
ADVANCEMENT Religion +3 ( Cost 6 Science)

Alosvalophos |

Got it, will adjust things.
I already had Religion +1 so I can have Religion +3 since It's not starting at 0 i already had a 1 on it
so it would look like this:
ADVANCEMENT Agriculture +2 ( Cost 3 Science)
ADVANCEMENT Agriculture +3 ( Cost 4 Science)
ADVANCEMENT Religion +2 ( Cost 5 Science)
ADVANCEMENT Religion +3 ( Cost 6 Science)
My mistake.
But um, you'd still need more science.
3 + 4 + 5 = 12.

Alosvalophos |

two questions,
1 if an army goes to a city that has no armys, do you just win no fight needed?2 who gets the points for first blood if every ones attacks are rolled at once.
Yes. An undefended city is conquered summarily.
Edit: Hmmm. I will roll for who gets the honour of attacking first and gaining the Blood Challenge, provided they win the contest. That will be fairer than going pure turn based this time, but in the future, "first come, first served".