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Lord Yogga's page
36 posts. Alias of Hordshyrd.
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Well, several things about some of that last turn stuff don't really make sense to me but whatever.
Also Alosovaphalos if your going to both run the game and compete in the future I suggest posting your turns first rather than last in the order. Posting them last makes it seem a bit like your taking advantage of being able to see everyone elses turns before making your own, then ending the turn and not giving them a chance to retaliate before the tallies are made.
... and my head is spinning, I think I need more water...
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There's a next turn? I though we were done?
And I hope you can feel better umbral, you started us this game and now you get to see it finished!

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.
probably not, my turn would in some effect be to cast smite on all the armies and population of alosovaphalos that have been taken from me and to use whatever remaining power I have to use long rang obliterates on his largest population centres up on the main continent. then probably growing my settlements, would probably be more complex if I were doing it myself but I've sort of lost the thread here.
Hurray for Umbral for making this great game.
Sorry for not finishing it, have a tendancy of that, but I just got caught up by general blahs, over load at work and ungodly humidity that should never be here on already too hot days.
Hi, sorry about my lack of post, havn't been able to summon the drive to, barely made the post before as well... yeah...
? Yes I did, I quite clearly moved 4 armies into J14 which is owned by The Dark Seer. Or am I meant to be listing that action differently to represent the army's intention?

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

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
you wrote 3 or better to hit, it should be better than 3 to hit.
At least that's how my math worked out, Umbral would be the better one to rule on it.
Not that it effects the outcome but I think you did your combat math their wrong.
Basic defense is 2 meaning you must beat 2 to kill an armor-less army, so if you have 2base defense +8armor -7weapons your left with 3, meaning you need to roll higher than 3 to kill the opponent.
let me know if I have that wrong.
And sorry about the population thing, carried over wrong between posts.

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

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
Actually s I think about it I might get the points for it just by festivalling and getting a good roll....
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Awww don't give up Umbral, you have an extremely patient group of people dedicated to the game here, this could be your chance, especially since the game is halfway over already, isn't it?
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So how has everyone's week been?
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
Discovery is pretty good, cheap advancements are a bit scary.
Also appologies for the mistake on the festivals, I forgot to re-read it before the attempt.
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.
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)
What can I say I couldn't resist the chance to name drop.

Sorry for my delay.
Power 5 +Generation: 5d6 ⇒ (4, 6, 2, 2, 1) = 15 + Religion 24 (based on max 3 from 9 settlements 3 not producing at full)
Growth (Pop-2agr, Diff-5surv)
J12 1power (3pop, 2diff)
K12 1power (3pop, 1diff)
L12 2power (4pop, 0diff)
L11 1power (2pop, 2diff)
J12 1power (3pop, 2diff)
M13 1power (3pop, 2diff)
M14 1power (2pop, 0diff)
M15 1power (3pop, 2diff)
N13 1power (2pop, 2diff)
N14 2power (4pop, 0diff)
Create Armies N13 With meteor! x2 4power (2armies*2power+2diff-5surv)
Check to deplete: 1d6 ⇒ 5
Check to deplete: 1d6 ⇒ 2
Create Armies N14 x3 6power (3armies*2power +0diff)
3armies from N14 move 1 each to M13, M14, M15
1meteor army from N13 Moves to N14
Create Settler M15 9power (9stm 0stl 2diff-5surv)
Move settler M15 to N15 and settle
Grow settlement N15 1 power (1pop 1diff-5surv)
Create Settler M13 10power (10stm 0stl 2diff-5surv)
Move settler M13 to L13 and settle
grow settlement L13 1power (1pop 2diff-5surv)
Science 4 + Advance J12,K12,L12,L11,L13,M14,N15 23science
Buy advancement - 10 weapons 1
-- - - - - - - - - 11 Armor 1
With the coming of the first true sign of the end to come the Phorax react in the same cold and logical way they seem to approach most things, not fearing the end, for those are the days when they shall reign supreme, but instead simply working to arm themselves, should the evangelions arrive at their own gates. creating the first of the reapers, the greater structures of death, the simple bone frames of the reavers now heavily augmented with plates of bronze and blades of brass, heavy and slow, few and hard to make, but as effective as many times their own number.
Power:1
Science:6
Advancements:Survival 5, Agriculture 2, Religion 3, Armor 1, Weapons 1
Worshippers:37
Settlements:11

Ammendment, Religion 3 creates 21 power.
Even as the northwest of the enclave grows and prospers the east is wracked by the devastation of the great meteor, shattering the spawning chambers and leaving nearly a half million dead or injured. But even as their is loss their is seen the potential, and soon the minions
Total power 31
Science 4
Grow Settlement J12 1power (2pop-2agr+2diff-3surv)
Grow Settlement k12 1power (3pop-2agr+1diff-3surv)
Grow Settlement L12 1power (3pop-2agr+0diff-3surv)
Grow Settlement M13 1power (2pop-2agr+2diff-3surv)
Grow Settlement M14 1power (1pop-2agr+1diff-3surv)
Grow Settlement M15 1power (2pop-2agr+2diff-3surv)
Grow Settlement N14 1power (3pop-2agr+0diff-3surv)
Create Settler K12 7power (7stm+0stl+1diff-3surv)
Move Settler K12 to L11 and settle
Grow Settlement L11 1power (1pop+2diff-3surv)
Create Settler N14 8power (8stm+0stl+1diff-3surv)
Move Settler N14 to N13 and settle
Grow Settlement N13 1power (1pop+2diff-3surv)
Create Army N13 METEOR!: 1d6 ⇒ 1 2power
Command settlements ADVANCE M13-15, L11, J,K,L12 Creates 16 Science!!! total 20
Advancements - 8 Survival 4
- - - - - - - 9 Survival 5
[I]With the coming of the meteor the Phorax manage to strike two great revelations, first they assemble the first of the hulks, a great war machine, nearly impervious to assault and devine intervention, built around an insensate larval trained for combat, it has no cares or emotion, it's only purpose to make that which lives die. And the final discovery of their survival technology, allowing them to exist at premium operating levels at any point above water.
Power:5
Schience:3
Worshippers:25
Settlements:9
Advancements: Survival 5, Religion 3, Agriculture 2

When the envoy of the Iremae arrive at the north west edge of the great enclave they are greeted by their first sight of the Phorax and their civilization. Great low buildings spread through the sand, their sloped roofs vanishing and reappearing from the sand at the whim of fickle winds. The settlement seems to be constructed of a mismatch of materials all used in a surprisingly efficient manner, stone and sand, hides and bones all taking whichever place makes best use of them, no resource seeming to go unused.
The group sent to meet the envoy is made of up several young larval Phorax, their translucent coating ranging in coloration from light blue to dark brown and left exposed to the elements, dimly showing the strange collection of mystic and mechanical components that gave them their animation, A single Phorax diplomat model, it's larval self covered in a frame made to resemble one of the Iremae, but pale and waxen, as though designed by one who had never glimpsed a live member of the species only one caught in the rictus of deat, and two Reavers, towering over the others, their frames constructed of bone bound with sinew, stone and gem gears and cogs turning to their alchemical animation and driving the strange unique constructions, one bearing the skull of some great desert predator, the other that of some hulking herd beasts, all gazing at the envoy with eyes black as pitch that soak in all light.
The diplomat speaks words of thanks in the Phoraxi language, dark and guttural punctuated by sharp clicks and pops. The others drawing off the great pillar, examining it's perfection and the potential of it's runes before drawing it off towards the spawning district. The diplomat continues, speaking in the incomprehensible Phoraxi language then offering a dark sphere filled with spiraling tendrils of dark energy before they part.
Gift 2 power to Prexus
Power 2(gift)-2(gift) + generate: 4d6 ⇒ (1, 4, 1, 4) = 10 + Religion 14 (2religion*7stm{last turn of full steam})
Science 4

Power 2 reserve + generation: 4d6 ⇒ (1, 4, 1, 4) = 10 +10 religion (lvl2religion*5settlements)
Power:22
Carryover Science: 2
Grow Settlement K12 1power (3pop-2agr+1diff-2surv)
Grow Settlement L12 1power (3pop-2agr+0diff)
Grow settlement M13 1power (2pop-2agr+2diff-2surv)
Grow settlement M14 1power (3pop-2agr+0diff)
Grow settlement N14 3power (5pop-2agr+0diff)
Command Settlement - Create Settler K12 5power (5stm+0stl+1diff-2surv)
Move Settler K12 to J12 and settle
Grow settlement J12 1power (1pop+2diff-2surv)
Command Settlement J12 Create army 2power (2*1army+2diff-2surv)
The Phorax push higher into the great barren mountains, using new bifurcated leg designs to easily rise along the steep slopes of the dunes and find the more stable land on high, carving out a new enclave and establishing another company of reavers to safeguard the borders from the fickle swamp organics.
Command Settlement M14 Create Settler 6power (6stm+0stl+0diff)
Move settler M14 to M15 and settle
Grow Settlement M15 1power (1pop+2diff-2surv)
The Phoraxi desire to grow and establish a border to prevent swamp organic interference in their expansion leads them to make their first dedicated foray into the organic rich regions of the world. Their is significant difficulty involved in dealing with local entities but this leads to a greater access to construction materials.
Command Settlements L12, M13, M15 and N14 to advance - generates 15 science
Advance - - Religion 3 - 6science
- - - - - - Survival 3 - 7science
Power:0
Science:4
Advancements: Survival 3, Agriculture 2, Religion3
Worshippers:23
Settlements: N14, M15, M14, M13, L12, K12, J12
Hope he's not mad I destroyed his army, I did warn about that before hand.

4reserve power + Generation: 3d6 ⇒ (4, 1, 3) = 8 + 8 religion (lvl2*4settlements) = 20
Carryover 1 science
The lord of the Phorax learns of troops gathering at the border of it's land, and acts just as promised.
A dark rain begins to fall, black as pitch from the sky, the armies below settle in to shelter until it passes, but in the days that follow they grow lethargic then sickly and by the time the sun once more shines only a handful of ragged, wasted survivers crawl free to bring the tale back to their people.
Miracle Smite army K13 2points (3+1distance/2domain)
Grow Settlement K12 1 point (2pop+1diff-1surv-2agg)
Grow Settlement L12 1 point (2pop+0diff-2agg)
Grow Settlement M14 1 point (2pop+0diff-2agg)
Command Settlement L12 and M14 Advance - Creates 6 science
Command Settlement K12 Create Armies - 2 armies for 4 points (2*2armies+1diff-1surv)
Command Army 1 army remains in K12 while 1 army moves into L12
Wary of duplicity after the appearance of armies so close to their border so soon after the declaration of armistice the Phorax prepare to defend themselves. They bring the first of the Reavers online and busy them to work fortifying the lands and eliminating any troublesome local lifeforms.
Advance - Survival 2 for 5 science
Create settler N14 - 4points (4stm+0stl+0diff)
Move settler from N14 to M13 and settle
Grow settlement M13 1 point (1pop+2diff-2surv)
The Phorax expand into the jagged hill land that exists between their disparate settlements, new advances in stoneworking and articulated motivation allowing for the easy acclimatization to this new landscape, which is thankfully clear of any impeding organic life.
Grow settlement N14 2points (4pop-2agg+0diff)
Create Army M13 2points (2*1army +2diff-2surv)
Power:2
Science:2
Worshippers:16
Advancements:Survival 2, Religion 2, Agriculture 2
Settlements: Prime enclave N14, M14, M13, The inspired collective L12, K12
I responded, my earlier comment stands, I don't like armies poised to strike at me.
Yeah fair enough to consider things first and hold back on the aggressions, honestly I was likely going to destroy your army even if it just got within 1 square of my settlements.
So let it go on official record that if moves aren't yet closed (which I would expect them to not be) and the armies of Prexus are within 1 tile of my settlements I use 2 points to smite them, and will write up a colorful description of specifically how I do so.
Having seen someone else's actions during the same turn can I add an action even though I've otherwise finished my own?
Yes, I made some mistakes in my second move, I believe they have all been fixed now though.

Power Gathering: 3d6 ⇒ (3, 3, 1) = 7+2Carryover +3religion (1 lv1x3settlements)
12 Power
Grow Settlement M14 1 points (1pop+0diff-1ag)
Command Settlement N14 Advance - Generates 4 science
Advancement - Agriculture 2 - 3science
Grow settlement L12 1 points (2pop+0diff-2ag)
Command Settlement L12 Create Settler 3points (3stm +0stl +0diff)
Command Settler move to K12 and settle
Grow Settlement K12 1 points (1pop +0diff{1height diff-1survival)-2agg)
Grow Settlement N14 2 points (4pop+0diff-2agg)
Command Settlement M14 and K12 Advance - Generates 4 science
Advancement - Religion 2 - 4science
Power:4
Science:1
Worshippers:11
Advancements:Survival 1, Agriculture 2, Religion 2
Settlements: M14, N14, L12, K12
The Phorax continue their inexorable advance across the globe, beginning to move into the more difficult regions of the world their specialized artiframes make life among the high hills almost as easy as a flat plain.
They send up their praises to the great Lord Yogga as new improvements in their resource gathering techniques allow for simplified growth and expansion of population within their new and existing enclaves.
3d6 ⇒ (5, 3, 1) = 9 Increase to 10 for first turn
The Phorax have finally attained the appropriate operational level to begin expanding their operations into new vectors. The first external action units are installed with appropriate larvals and begin to head out into the wider world, even as the great Lord Yogga inspires their existence abroad.
Miracle Create People L12 5points (1settlement^2=1*6=6/2for domain=3+2for diagonal distance=5)
Create Settler: N14 : 2 (2settlements+0settlers+0difficulty)
Move settler to M14 and settle
Grow Settlement: L12 : twice 3points (1pop+0diff + 2pop+0diff = 3
Settlements L12 and M14 advance generating 4 science
Buy advancements 1 point - Religion
- - - - - - - - 2point - Agriculture
Power:0
Science:1
Worshippers:8
Advancements: 1survival 1religion 1agriculture
settlements Enclave N1494pop), Enclave M14(1pop), Enclave L12(3pop)

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Name: The Lord Yogga
Name Code: YOG
Domains: Community, Destruction
Race: The Phorax
Every Phorax starts it's life when it is released from the alchemical tank in which it has been constructed. In this initial for they are roughly humanoid in appearance, with typically translucent overlay upon their mechanical components. All young Phorax will live in this form until their actions distinguish them in some field and they return to their people to be attached to a specialized rig. The small soft larval Phorax being installed in a hardened chassis of war, a high efficiency construction frame or a managerial posting block.
The Phorax prefer lowland (El:0) Barrens (B) Where the mild climate and lack of natural life are least inhibiting to their operation. However frequent contact with living things and their innate adaptability has allowed them the means to survive in a variety of locales (Starting Advancement Survival)
Race Code: PRX
Background: Under the guidance of their lord the Phorax seek to remove all inefficient and troublesome organic life from the world, replacing it with their own sort of artificial existence.
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