Divinity Forge Game 2

Game Master Alosvalophos

Competitive world building where gods do battle to ascend to true divinity.


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Discussion!

This is where discussion about the game ought to go, both during and after the game begins. Recruiting questions can simply be addressed in the recruiting thread, but any deeper questions about mechanics and what not should probably go here for future record.


Utatnaphor:

Do me a fave and post pop totals for your settlements. It makes it easier for me to update the maps.

At the end of growing settlements put the new pop like. Pop: 2. Also, be sure to give the math and the initial population (usually that will be in the math).

Not so much important now, but when we get a bit more complicated it'll make it easier for all of us.

This goes for everyone, if you don't mind.


Rule clarification:

Survival can lower the difficulty of advancement (which otherwise costs power equal to the difficulty of the square) to 0. This is an exception to "nothing can reduce cost to 0".


Okay, will do going forward. Currently both settlements at 2.


Thanks! Sounds good to me.


Just to make sure, the map will not be updated until the end of turn right?


Yes. The map is updated at the end of the turn.

I thought of doing the update for the first few people who went, but it might just confuse matters and give the impression that I am likely to do that in the future, when I am certainly not. It makes it too difficult to keep track of the game if I don't do it all at once, as I might forget I altered something, and of course, alterations from other players come into play.


Okay, thanks. I hope that won't stop me from planning my next moves, though? <grin>


Utatnaphor, The Wandering One wrote:
Okay, thanks. I hope that won't stop me from planning my next moves, though? <grin>

If you ain't plannin', you ain't playin' right!

I'm glad for your enthusiasm. I love the beginning of games. Getting everything all set up, making sure you maximize the advantages you have...Always fun. :)


I just posted, you'll have to correct me if I'm wrong.


I think I missed the part of having Science 0 Power 1 and CAPS on all my stuff, I don;t feel the need to create armies but it shall be interesting.


Darjuu would you be interested in a trade/alliance since we are close and my dogma kind of fall into your protection domain so I can sympathize with your followers and we can benefit from such trade and alliance.


The Warlord wrote:
Darjuu would you be interested in a trade/alliance since we are close and my dogma kind of fall into your protection domain so I can sympathize with your followers and we can benefit from such trade and alliance.

I'd suggest making it a RP post if you want to do it publically. It makes the game more sexy if you do it that way. Conversely, do it in private for a non-supported one.


Okay guys - stupid mistake I made and some of you made the same mistake as a consequence.

You can't make a settler twice on the same square.

I had corrected my turn as Fraemaour, but I see Rcrantz and Warlord followed my original suit stupidly.

Please correct that turn at your leisure. You can just repost the turn with the same roll and what not, if you don't mind.

I don't want to just correct your turns as it reduces your total pop total. OOPS!

Sorry - my mistake in posting the first turn all wonky.

IF you don't want to fix your turn, I could also just take off -3 power from the next turn to make up for it. That's hardly a penalty at all. Whichever you'd prefer.


Ok i see something that i would like to be clear on. all the actions we can do as players, is there any order to them that we have to follow or can we do them in any order that we wish, so long as we don't for example double up on the same action that we could only do once like the free grow settlement using power.

or would it be closer to this

step 1 grow settlement
step 2 do settlement action
step 3 move any moveable units
step 4 ect


You can do your turn in any order you like to maximize your points. Just make sure it is clear to me.

However, there are things that ARE strictly ordered and none of them directly stem from your actions:

1. The turn BEGINS with power gathering. That means you only get religion values on the NEXT turn, not retroactively if you upgrade your religion. Ditto with the science bonus from volcanoes.

2. Ditto with terrain changes. Any terrain changes made from last turn take into effect ONLY in the next turn, at the very beginning.

3. Combat always is the last action, AFTER combat miracles.. So if you smite your opponent's invading armies, he loses those before you engage in combat.

So think of it like:

1. Power/terrain changes.

2. All your actions, including miracles that don't have a military purpose.

3. Miracles that hurt your opponent/have a military purpose.

4. Combat.

5. End turn.


Thank you for clearing that up, even more so before we run into such problems.


pavaan wrote:
Thank you for clearing that up, even more so before we run into such problems.

No problem.

After a few turns, all of you should have no problem. I just want to avoid having some players mess up hardcore. The first few turns are a "mistakes ain't so bad" game. Afterwards, I'll process turns with mistakes which means worse results than you hoped for.

This game's main benefit is its relative simplicity. It'd also be a good educational tool for like, 3rd graders, as it involves a lot of basic arithmetic.


Okay, well everyone is making mistakes (myself included)! I forgot about terrain bonuses that made it possible to grow my initial settlement by 1.

Anyone who wants to make corrections, do so at your leisure. I am not going to post a new turn until everyone turns and not till tonight.

Have fun! Be back later.


Okay, goin' for realzz this time. I will give you guys a chance to change your turn with the minor errors. No big deal. As I said, the penalty will be paltry if you don't.

I'll post th enew turn around midnight ESTish.


Okay guys. I'll post a new turn in a few hours!


Rules check: Moving a Army/Settler from no difficulty to a 2 difficult, requires a roll, correct?


Unless you have the survival to lower the difficulty, or the travel domain, any tile with even 1 difficulty requires a roll.


Female Infernal Conscriptus Outsider 11

You have to roll above the difficulty.


Umbral Reaver wrote:
You have to roll above the difficulty.

Yes. 6 would always succeed.


So moving from 1S to 0B would mean rolling 2 or more on a d6. Going from 1S to 0S would mean I would have to roll a 1 on a d6... I really wouldn't relish a failure there...


Close.

Rolling from 1S to OB would be 3 or more (2 is the base difficulty). Going from 1S to OS would mean you have to roll a 2 or more (1 is base difficulty).

The difficulty gives you the number below and including that will fail.

As all difficulty rolls use 1d6, 6 always wins. So the effective highest difficult for movement is 5. There is no max difficulty for settlement difficulty as there is no roll. If your home biome is Volcanic Mountains and you want to settle flat wetlands (the biggest difficulty gap) the max difficulty for that would be:

2 elevation = 2 + 5 biomes = 7.


Okay, so the difficulty is what you fail on, no what you have to roll. Got it.


Yep.

The same is true of combat.

The base defense is 2. That means you have to roll a 3 or better to win.

Unlike combat, however, you can reduce the difficulty (via survival) to 0. For combat, a 1 -always- misses, no matter how good your weapons score is v. the opponent's armour score. Likewise, a 6 -always- wins no matter how good your opponent's armour is.


Okay guys. I am going to start updating the map. TO NOTE: The turn does NOT end until I post. I usually end the turn first, but as there is some time left and such, I am just getting ahead of things as there was no combat this turn and such.


Map all updated. Keep up the fast pace and I'll keep on updating! Though eventually we'll slow the game down a bit to give people time to post and think about their moves.

A few minor hiccups, but that is to be expected.

You'll note all the centaur are on +2 difficulty squares if that was possible for the nearest person.


Uta:

You don't seem to have done anything wrong! In fact, it's perfect.

Good turn.


Mogar,

I calculate combat at the end of the turn.


Oh, if any of you guys have any cool ideas for events, do feel free to PM me them (to keep it quiet if I decide to actually use them). I have several ideas in the works, but I'm always up for some fresh inspiration from you folks.


Why are some people rolling 3d6?

I knew my dice rolls would be really bad...


Rules clarification question. Each settlement can only do one action right? So if settlement at H12 grows it can't also advance?


You can always Grow and you can do 1 additional action from the list: Create Settler, Advance, Create Armies, etc...


The Warlord wrote:
You can always Grow and you can do 1 additional action from the list: Create Settler, Advance, Create Armies, etc...

Yep. Warlord got it. (Also, don't worry bro: I am sure you can roll more next turn!).

Grow + another thing.

You don't -have -to grow-. You can just advance, make armies, settlers, or whatever.

Also: You get more dice the more pop you have.

Base is 2d6 and goes up to 6d6.

The exact numbers are in the reference and rules.


The Warlord wrote:

Why are some people rolling 3d6?

I knew my dice rolls would be really bad...

Warlord, you only rolled 2d6! You have 5 pop - that means you can go ahead and do 3d6!

Do this, okay?

Take your roll from this turn and just add another 1d6. You have to keep what you rolled for the first two dice, but you get one more dice of power for some extra power.

Then redo the turn as you like.


oh caused i lumped the advancement together, so the 3 points was spent on two settlements.


Iazamaz, he who walks among us wrote:
oh caused i lumped the advancement together, so the 3 points was spent on two settlements.

You can do something like:

Advance X1 and X2. That's fine.

Or did you mean something else?


yeah that's what i meant.i was too lazy to go G12 advances and H12 advances.i'll be clearer in the future.
Another question. enough ranks in survival negates the tile difficulty altogether right?


I will just add a 1d6 of power to be fair instead of a new re-roll of 3d6


The Warlord wrote:
I will just add a 1d6 of power to be fair instead of a new re-roll of 3d6

Yeah, .that's what I wanted you to do. :)


Iazamaz, he who walks among us wrote:

yeah that's what i meant.i was too lazy to go G12 advances and H12 advances.i'll be clearer in the future.

Another question. enough ranks in survival negates the tile difficulty altogether right?

Yes.


Iazamaz:

Religion works like this...

If you have 3 religion and 2 pop in a tile, you get 2 power in that tile, not 3.

If you have 3 religion and 4 pop in a tile, you get 3 power in that tile, not 4.

Basically, the religion advancement gives you as much power as the rank in religion up to the population in any tile. You get power for every tile under this, but you won't get maximum power unless the pop matches or exceeds the religion stat.

Understand now?


I have just one question, how do Volcanoes work, it says they give you 3 Science, so I can basically just allot it like Religion 2, Agriculture 1 which only affects that specific tile correct?


The Warlord wrote:
I have just one question, how do Volcanoes work, it says they give you 3 Science, so I can basically just allot it like Religion 2, Agriculture 1 which only affects that specific tile correct?

Isn't a volcano just an angry hill?

How did God even think up dirt - erasable pens make my head hurt!

Jokes aside: Volcanos work like religion. You get 3 science at the beginning of the turn when you own a volcano tile, no advancement needed, and no possibility of upping that bonus beyond that.


So volcanoes = Religion 3.


The Warlord wrote:
So volcanoes = Religion 3.

To avoid confusion, let me be precise:

Volcanoes give you +3 science at the beginning of the turn you have a settlement on them.

Every turn.

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