| Alosvalophos |
Need to double check the map vrs my turn before I go again. I think I lost of couple of population in a few of my cities. Next time.
Oh, and Mogar, I just finished my turn, so I took the +7 for turn bonus.
If you find any mistake I made, tell me and I shall change map accordingly. I followed your pop totals, though, as you made no mistake that I caught last turn.
| Alosvalophos |
So, just to clarify: 0 pop = create people is free.
You cannot, properly, be annihilated in Divinity Forge. You can begin a turn with 0 people, but you shall have people in the turn provided you cast the miracle Create People and a tile remains on the map. If no tile remains on the map, the GM will make more tiles.
There's no distance cost for create people at 0 pop.
| The Warlord |
3 Science left from past turn
ADVANCEMENT A1 - Science 4
ADVANCEMENT A2 - Science 4 = 11 - Cost 9; Armor +3 (2 Science left)
ADVANCEMENT A3 - Science 4
ADVANCEMENT A4 - Science 2
ADVANCEMENT B1 - Science 4 = 12 - Cost 10; Armor +4 (2 Science left)
ADVANCEMENT B2 - Science 5
ADVANCEMENT B3 - Science 4 = 11 - Cost 11; Armor +5 (0 Science left)
ADVANCEMENT B4 - Science 4
ADVANCEMENT C1 - Science 4
ADVANCEMENT C2 - Science 4 = 12 - Cost 12; Weapons +1 (0 Science left)
ADVANCEMENT C3 - Science 5
ADVANCEMENT B2 - Science 5 = 10 Science left
I think my math was correct but please correct me if I was wrong in any area.
| Alosvalophos |
3 Science left from past turn
ADVANCEMENT A1 - Science 4
ADVANCEMENT A2 - Science 4 = 11 - Cost 9; Armor +3 (2 Science left)
ADVANCEMENT A3 - Science 4
ADVANCEMENT A4 - Science 2
ADVANCEMENT B1 - Science 4 = 12 - Cost 10; Armor +4 (2 Science left)
ADVANCEMENT B2 - Science 5
ADVANCEMENT B3 - Science 4 = 11 - Cost 11; Armor +5 (0 Science left)
ADVANCEMENT B4 - Science 4
ADVANCEMENT C1 - Science 4
ADVANCEMENT C2 - Science 4 = 12 - Cost 12; Weapons +1 (0 Science left)
ADVANCEMENT C3 - Science 5
ADVANCEMENT B2 - Science 5 = 10 Science leftI think my math was correct but please correct me if I was wrong in any area.
Yep. Checks out. I was confused by how you had calculated it in turn.
| Alosvalophos |
Oops.getting to it now.
Oh, sweet. Then I guess a new turn by the morning after Iazamaz's! I will be eating supper and maybe playing some Age of Empires, then I'll do all the necessary calculations, which take quite a while to do.
Could be as quick as around 1 or 2 am, but I might do most of the calculations while watching a movie later tonight.
| Alosvalophos |
WTF! I have been reducing my population for creating armies all along, never again.
Uh, you have been?
Oh s*$@: I know why I didn't realize. You were only making one army at a time and was going based on your final pop totals that I wasn't seeing any reductions.
Jeez, man, I am sorry to not have told you. Sincerely. But yeah, armies do NOT reduce population.
Okay, I see why I never noticed it:
CREATE ARMY B4 - Cost 2 - Population 2
I was assuming your "population 2" was a reference to justify your army build.
Take +10 power this turn to make up for it.
| Niteflier |
The Warlord wrote:WTF! I have been reducing my population for creating armies all along, never again.
Uh, you have been?
Oh s@*%: I know why I didn't realize. You were only making one army at a time and was going based on your final pop totals that I wasn't seeing any reductions.
Jeez, man, I am sorry to not have told you. Sincerely. But yeah, armies do NOT reduce population.
WHAT??
But the rules said that you traded Pop for Army, I thought?| Alosvalophos |
Alosvalophos wrote:The Warlord wrote:WTF! I have been reducing my population for creating armies all along, never again.
Uh, you have been?
Oh s@*%: I know why I didn't realize. You were only making one army at a time and was going based on your final pop totals that I wasn't seeing any reductions.
Jeez, man, I am sorry to not have told you. Sincerely. But yeah, armies do NOT reduce population.
WHAT??
But the rules said that you traded Pop for Army, I thought?
Create Armies (2 per army, plus the tile’s difficulty). Places a number of armies in the settlement’s tile. You may create no more armies in one turn than half the settlement’s population (round up) with this ability.
Nope. You just can't make more than half the population of the tile, rounded up.
Accordingly: 7/3 = 3.5 = 4. You can make 4 armies there.
Have you also fallen victim to this? Christ, how have I -not- noticed this?
Let me look over your turn.
Yep. Same situation.
I1 Pop 4
Create Army Power Used 4 Armies created: 2 (Scrubland)
Grow City Power Used: 1 (Agri +3 Survival +4)
Move Army to J1 DC:2 1d6 ⇒ 1
End I1 Army 2 Pop 4
You start with the pop and end with the pop. This is the kind of thing I skim over to check totals, and if nothing looks especially off, I say "good, this seems right!"
Yeah.
Take +10 power, too.
TIME TO ADD THIS IN THE RULES!
| Alosvalophos |
Rules changed so it is abundantly clear.
Christ, guys, I am sincerely sorry for not catching this. It didn't catch my eyes.
Actually, for those of you who screwed up on this point (Iaz, Uta, War) take +10 power and 1 free advancement. This is a pretty major error I didn't catch, and this will help you catch back up.
| Alosvalophos |
Hey everyone, sorry for the sudden disappearance last night. Just letting you all know that I'm still alive, but I'm going to have to take a break from the game today. My mind is a little frazzled for RP and I just need a little time off. Hopefully by tomorrow I'll be recharged and ready to go.
That's fine.
| Mogar goblin mother |
i have learned a few things from this game. mostly that i dont like playing a "risk" kind of game on a play by post did not know that about myself. also this is not the kind of game that you can be a player in and dm, no matter how fairly you think everything is set up and the actions you do is, it can be seen favoring your player side.
I see this game as done with the plants winning, to the point that it is not even a contest anymore just waiting till the gm says the game is over and he wins. this is not saying i cant win, it is me saying no one else can win at all, the amount of settlements that he has, the science that can be pumped out ect.
a few notes to possibly improve the game.
1 when placing people for the starting area make sure they have at least 5 spots they can move to that is within 2 of there starting land so they have a chance to grow and not be stuck like iaz was.
2 have it so there is a buffer of at least 2 squares between each player or more if possible.
3 make a new miracle that makes new land say for about 20 points, the land would be the players favored land or any kind of adjacent land as an idea.
4 on that note move the starting map over so that you leave yourself room to make the map bigger latter on as needed in every direction.
5 let players roll there own attack dice, and if the defending player wants to have them roll there own defense dice in response.
6 let the turn biased power die off, and have all actions such as smites happen when the player says they do, this way when a player does smite someones settlement before the other players turn the person being smited cant just grow populations and shield making it take 2 more smites just because the second player knew it was coming, where as if a player smited someone that went before them the first player has no way to respond.
7 have it so settlements made in the turn cant be attacked until the player who made them acts once more. that way people can expand without fearing losing what they just made, and it is a little silly thinking that the armys are directed personally by the gods to go attack a place that the population knows nothing is there.
and with all of that, i am bowing out, leaving my population there for others to grab as they can. i am looking at you iaz
| Alosvalophos |
i have learned a few things from this game. mostly that i dont like playing a "risk" kind of game on a play by post did not know that about myself. also this is not the kind of game that you can be a player in and dm, no matter how fairly you think everything is set up and the actions you do is, it can be seen favoring your player side.
I see this game as done with the plants winning, to the point that it is not even a contest anymore just waiting till the gm says the game is over and he wins. this is not saying i cant win, it is me saying no one else can win at all, the amount of settlements that he has, the science that can be pumped out ect.
Uh. There's like 10 more turns or so. There's one player with 110 power in reserve, and Celios has more science than Fraemaour by far. The point total favours Fraemaour heavily right now, but that can turn pretty damn quick in the span of 10 turns, when we have NPCs a plenty on the field.
I mean, I hate to lose you on this. I hope you reconsider.
a few notes to possibly improve the game.
1 when placing people for the starting area make sure they have at least 5 spots they can move to that is within 2 of there starting land so they have a chance to grow and not be stuck like iaz was.
Thank you.
Iazamaz had 3 spaces of his volcanoes + several crater types right nearby. If you'll note, everyone had their first type of stuff + near stuff from their start point.
2 have it so there is a buffer of at least 2 squares between each player or more if possible.
There was at least 4 buffer spots between every player's start point, I believe.
3 make a new miracle that makes new land say for about 20 points, the land would be the players favored land or any kind of adjacent land as an idea.
New land as in new land entirely off the map? Or a new settlement?
4 on that note move the starting map over so that you leave yourself room to make the map bigger latter on as needed in every direction.
I can do that easily with just adding new rows/columns.
5 let players roll there own attack dice, and if the defending player wants to have them roll there own defense dice in response.
End-of-turn resolution would be too difficult.
6 let the turn biased power die off, and have all actions such as smites happen when the player says they do, this way when a player does smite someones settlement before the other players turn the person being smited cant just grow populations and shield making it take 2 more smites just because the second player knew it was coming, where as if a player smited someone that went before them the first player has no way to respond.
Well, considering you have to counter the smites...it seems like it's already settled. I mean, it isn't like it is FREE to absorb a smite. The player has to respond significantly to do so. So I don't know if this makes the game better in anyway.
7 have it so settlements made in the turn cant be attacked until the player who made them acts once more. that way people can expand without fearing losing what they just...
Or how about: New settlements start with 1+ army? That way, they can't just be bulldozed.
| Alosvalophos |
Ah, I1 is Power used: 8; and Armies Created: 4
Since I grew I1 to 5 before I created the armies, it should be good, then? J3 is the same, it looks like.
Do do do do...checking checking checking.
5/2 = 2.5 = 3 + 1 = 4.
Yeah, that's fine.
Ditto with J3.
All clear now. To be clearer in the future, perhaps use colons? power used: 6. Create: 3 armies. Something like that.
Thanks for the handy-dandy turn summary at the end, too. Makes it easier to get everything up on the map.