| | Overlords Game 0.3: The next Session | |
| | Author | Message |
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OverlordJ God of AFK
Posts : 3691 Join date : 2013-07-14 Age : 30 Location : Land of Cards and Games
| Subject: Overlords Game 0.3: The next Session Fri Sep 16, 2016 9:11 pm | |
| Alright, so, it’s time to start the new session, I'm gonna put stuff into some spoilers, because it'd be too long otherwise, just like last time. The idea for the game is basically a turn based resource management and development simulator. In it, you take the control of a group of 20 people of one of five fantasy races and develop them from a tribe of hunters and gatherers struggling to survive to a people using whatever combination of Magic and Science that you fancy. Link to the last thread and session: LINK- The rules:
Most of this is unchanged, but here it is again, just in case. Changes are bolded- The Races:
The five starting races are Humans, Elves, Dwarves, Orcs and Goblins. Each race has advantages and disadvantages.
Humans are fairly plain and average, but they adapt to their environment much more quickly than the other races.
Elves are weak, frail and they take the longest to reach Maturity, but they can avoid harmful animals, are better at tracking down rare pray and, most importantly, have the longest lives out of all races.
Dwarves have more Health then any of the other five races and they can resist Poisons and Illnesses. They are also a bit stronger and longer lived then Humans.
Orcs are the strongest of the five races. Their lives are a bit shorter but in return they breed a bit quicker than Humans.
Goblins are as weak as the Elves and even frailer, but they require less food than any other race. Their lives are also much shorter but they reach Maturity the quickest of all races and have a significantly higher chance to give birth to twins.
- Stats:
The Stats for each Person are: STR, Health, Hunger; Duration of Pregnancy, Age of Childhood, Age of Maturity, Old Age, Maximum Age, Starting Age and the chance for twins. I will also list whatever special ability they have here. I will first list these stats, then I will explain what each one does. - Stats of the Races:
Humans: STR 5, Health 20, Hunger 10; 3 Turns, 4 Turns, 60 Turns, 200 Turns, 280 Turns, 64 Turns, 10%; Humans adapt to their environment in two less generations
Elves: STR 4, Health 15, Hunger 10; 4 Turns, 12 Turns, 140 Turns, 1000 Turns, 1200 Turns, 280 Turns, 0%; Elves have Keen Senses, Keen Senses are explained in the Glossary
Dwarves: STR 6, Health 25, Hunger 10; 3 Turns, 4 Turns, 80 Turns, 400 Turns, 480 Turns, 100 Turns, 5%; Dwarves have a 50% chance not to get Ill when others would, Dwarves have a 50% chance to ignore the effect of Poison that they are inflicted with
Orcs: STR 7, Health 20, Hunger 10; 3 Turns, 3 Turns, 56 Turns, 180 Turns, 220 Turns, 60 Turns, 15%
Goblins: STR 4, Health 10, Hunger 5; 2 Turns, 2 Turns, 36 Turns, 132 Turns, 140 Turns, 36 Turns, 50%; Goblins also have a 10% chance to get Triplets
- What do they mean:
STR STR is short for Strength. It represents someone’s ability to inflict damage upon their enemies and their ability to carry things while moving. The damage will be explained when I explain fighting, the carry thing when I explain moving.
Health Health represents someone’s ability to withstand damage. If someone’s health reaches zero, they are killed. Health heals naturally.
Hunger Hunger represents someone’s need for food and water. Each edible item has a number of food points. At the end of each turn you need to spend food to satisfy the hunger of all your people. If you don’t, they starve to death. I will explain more about this in the section about Food.
Age Age is given in turns. A turn represents 3 Months, so there are 4 Turns in a Year. The stages of life are: (Pregnant Woman) -> Infant -> Child -> Adult -> Old Person -> Death by old age. Infants and Children have no STR, they can’t take any actions and they need to be taken care of. Old People have -50% Productivity and can’t breed.
Productivity Productivity is a hidden Stat that is naturally always 100%. Productivity affects the number of items you gather and the number of turns you make progress while researching or crafting. A Person with 0% productivity can’t take any actions. Changes to productivity are always added or subtracted, never multiplied. If you have two sources giving you -50%, then you get -100% (which puts you to 0%), if two sources give you +50%, you get +100% (which puts you at 200%). All of this will get explained further later.
- The Turn:
A Turn represents an amount of Time of 3 Months. I will now first list the different steps of each turn and then explain what happens at them. 1. Start of the Turn 2. Choose the actions each Person will do this turn 3. Random Animal Encounters and Attacks by other players happen 4. Each Persons does whatever they were told to in step 2 5. End of Turn 6. Assign Food to your people 7. People consume food 8. Everyone, people, animals and food, age 1 Turn and hurt people heal 9. Finished Research comes into effect 10. Start of the Next Turn (This is basically step 1 again) - Each Step Explained:
Step 1 This step only exists so that turns are clearly separated.
Step 2 Here you choose what actions each Person should take this turn. I will explain the possible actions a person can take after I finished explaining the Turn. If an action takes more than 1 turn to finish, not assigning a new action to that person will automatically continue the previous action. Assigning a new action will cause the old action to terminate without any results. You cannot start an action that takes multiple turns, pause it and then continue it later, nor can a different person take over and continue the action instead of the person that originally started it.
Step 3 I roll to see which wild animal you encounter. Normally this encounter affects every person you have control over, but there are some options that can change this. You have a 10% chance to encounter no animals, a 50% chance to encounter common animals, a 25% chance to encounter Uncommon Animals, a 10% chance to encounter Rare Animals and a 5% chance to encounter Very Rare Animals. If another player decides to raid you, kidnap someone from you or to try and conquer you, this is also the point where that happens. This will be explained among the possible actions you can take.
Step 4 Everyone who didn’t die during Step 3 will now do the task you assigned them during Step 2.
Step 5 I will now post, telling you what happened during Step 3 and 4, give an update on what’s in your Storage and ask you to make a post assigning food to your people
Step 6 Here you choose how to assign food. If the food has special properties, you need to assign it directly (For example, berries have a chance to be poisonous, so you need to say EXACTLY who eats any berries and how many), food without special effect can be distributed without naming exactly who eats what (For example, since Roots are worth 2 food points, if you have 20 Humans, you could just say they eat 100 Roots, you do not need to assign which Human eats which Root).
Step 7 Everyone who didn’t get assigned enough food and water during step 6 dies of starvation during this turn. You skip this step if it is your first turn. The assigned food is consumed. If you assigned more food then needed, the leftovers are lost (For example, since Boar Meat is worth 45 food points, if you have 20 Humans and assign 5 Boar Meat to them, you use up 225 food points, even though you only need 200) (Since that example is outdated, have a different one.) (For example, since Bear Meat is worth 60 food points, if you have 20 Humans and assign 4 Boar Meat to them, you use up 240 food points, even though you only need 200)
Step 8 Everyone grows one turn older. People that reach a new age category advance to the next category. People that reach their maximum age die of old age. Food that isn’t fresh goes bad (it vanishes), then food that IS fresh stops being fresh. Anyone with less than their maximum health regains 1 point of health.
Step 9 Research that was finished during Step 4 now comes into effect.
Step 10 I will now post, telling you what happened during Step 7, give an update on what’s in your Storage, give an update on what research has been finished and any other noteworthy stuff and then ask you to make a post assigning actions to your people for them to take during the new turn.
- What Actions can you take?:
These are actions you can assign to your people each turn. Finished research can unlock new possible actions for you to take.
Gather Things You can send out a person to gather either Food or Material. What exactly they find and how much is randomized and depends on the environment biome of the tile. Food is needed to prevent Starvation, Material is used to craft things or for fuel. Crafting and Fuel will be explained later.
Hunt You can send out groups of people to hunt animals. A group needs at least 1 person in it but can be any size you want besides that. The hunters have a chance to find the animal depending on its rarity in the environment biome you are in. The chance to find common animals is 100%, Uncommon animals is 90%, Rare animals is 50% and Very Rare animals is 10%. How many animals you encounter depends on the animals. Fighting will be explained later, Animals will also be explained later.
Guard If at least 1 person is told to guard, only people that were told to guard will fight in Step 3. On one hand, this allows you to protect your other people. On the other hand, people assigned to guard can’t do anything else that turn, so they aren’t productive, and smaller groups are of course weaker in a fight.
Research You can research either Science or Magic global or personal research options (this renaming is mostly to avoid confusion). Researched global options will affect all your people, researched personal options will only give new abilities to the people that have researched that particular option. Global options can only be researched once per player, personal options can be researched multiple times but never more then once per person. The only research topics possible at first are: Tools (Global, Science), Fire (Global, Science), Basic Interactions (Global, Social), Herbalism (Personal, Magic), Simple Spellcasting (Personal, Magic) and Basic Fitness (Personal, Skill). New research options can be unlocked by finishing research. (If person A has researched one personal option, person B can then research a new option that was unlocked this way, they do not have to research the type of Magic person A has already researched) (changed some stuff to reflect minor changes and renamings)
Craft People can craft stuff, though you will need to unlock the options of WHAT they can craft via research.
Breed 1 Male and up to 3 Females can breed with each other. The result of this is that the Females get pregnant. Males and Females of different races can attempt to crossbreed, but only 1 Male and 1 Female can breed this way. Multiples are of course possible (2 Males could for example breed with 5 Females). A Person that is pregnant can’t take any actions (except give birth once the pregnancy is over). A Person that is Pregnant requires twice as much Food while they are Pregnant. Only Adults can breed.
Take Care If an Infant or a Child isn’t being taken care of by an adult during Step 4, they die, unless they were born this turn. Only a Person that gave birth or that Took Care of Infants last turn can chose to take care of Infants. 1 Person can Take Care of up to 2 Infants or up to 4 Children of the same race as they are or up to 2 Children of a different race.
Interact with Others
You can interact with peoples of a field that touches your field. The interactions are at first limited to raiding, kidnaping or conquering. If you raid, the people you assign this task will fight with the people in that field. Each raider that survives will allow you to pick a number of items equal to the STR of the raider from the Storage of the people you are raiding. If you kidnap, the people you assign this task will fight with the people in that field. Each kidnaper that survives will allow you to pick 1 person living in that field and add them to your people. If you chose to conquer, the people you assign this task will attack the people in that field. They will continue attacking until they are dead or they dealt enough damage to everyone in that field to kill them. The people that you deal damage to this way do not die until the conquering failed, they just stop fighting back. If the conquering is successful, you gain control of everything they owned and add everyone that you “killed” to your people. Fighting will be explained after I explained all the possible action you can assign. This option must now be unlocked via research
Man Certain buildings you can unlock via research require you to “Man” them. That means you must assign a person to that building in order to make use of it.
Cast Spell Most Magic things you research give the person that researched it the option to cast a spell. The effect of the spell is explained in the Magic that was researched.
Tear Down You can destroy stuff that you have built by assigning People this option. They will deal damage to the building as if they were attacking it (equal to their STR and things that trigger upon attacking, like weapons, trigger here, too)
Rest A Person that is Resting does nothing, but regains 3 points of Health during Step 8 instead of 1
Move A Group can move from one tile to another. A Group must contain at least 1 Person but can be as big as you like. A Group can move up to two tiles in one turn (for example from A1 to C1 or from A1 to B2). Movement triggers a random animal encounter on any tile the Group moves onto. Keen Senses can be used to avoid those random encounters. A Person can carry a number of items, like food, material or weapons for example, depending on their STR. They can pick up and/or drop items from/onto tiles they move across
- Fighting:
If two groups fight, each group deals damage to the opposing group equal to their STR. Damage is assigned randomly between the members of the groups. No member can be assigned more damage than their health.
For Example: A group of 5 Orcs raids a field in which 4 Dwarves are Guarding. Each Orc deals 7 damage divided randomly between the 4 Dwarves. They deal a total of 35 points of damage, enough to possibly kill one Dwarf, but since the damage is divided randomly, it is somewhat unlikely. The Dwarves deal 24 damage, also possibly enough to kill one Orc, but even less likely. A group of 10 Dwarves raids a field in which 4 Elves are Guarding. The Dwarves deal a total of 60 points of damage. Since each Elf has only 15 Health, this kills them all. The Elves still deal a total of 16 points of damage divided randomly between the Dwarves though. However, this will likely barely scratch the Dwarves and can’t possibly kill even a single one of them.
While fighting, two things can be important, “Attacking” and “Hitting”. Anyone involved in a fight counts as “Attacking”, triggering any effect keyed to it (like weapons for example). Anyone in a fight is “Hitting” everyone they deal damage to, similarly triggering effects keyed to it (like poisons for example).
For Example: A Dwarf is Guarding a field and has a weapon that gives them +1 STR while attacking and a Poison that deals 1 damage to every enemy they hit. If 2 Goblins try to raid that field, the Dwarf deals 7 damage divided randomly between the two and an additional point of damage to each that they deal at least 1 point of damage to, which is likely both Goblins.
- Animals:
Animals work similarly to people during a fight. They have stats, they deal damage and they die if you deal enough damage to them. Stats have been removed from here, but I can give spoilers if you ask me Animals can go extinct in a field, if too many of the same type die during a single turn. How many exactly depends on the rarity of the animal in that environment and a secret “Extinction” stat depending on the animal type.
- More about Reproduction:
Here I will explain reproduction in more detail. It is important to note that while Infants and Children can’t take any actions, they are still considered normal people and thus require as much food as anyone else. They can still get involved in fights and can similarly be killed. Also keep in mind that someone needs to take care of them, so that person can’t take any other actions either. When you have stayed in the same environment long enough, the newborn people become adapted to that environment. What exactly that means depends on the environment they are adapted to, though it is generally a good thing. Normally, it takes 3 generations to get adapted. That is to say, Person 1 has been born in the environment, has a child (Person 2) in this environment, who has a child (Person 3) in this environment, who has a child (Person 4) in this environment. Person 4 will be adapted. This is only counting the SHORTEST string, so if Person 3 has a child with a person that has lived in this environment for fewer generations, their child WILL NOT be adapted. The people involved have to stay within the same environment from birth till the birth of their child in order to count. If a Person is adapted to the environment and has a child, the child will also be adapted to that environment. The number of generations it takes to get adapted differs, depending on the race and on whether or not the person is adapted to a different environment. A Person that is adapted to a different environment takes 5 generations instead of 3. A Human takes 1 generation instead of 3, or 3 instead of 5 if they are adapted to a different environment.
- Glossary:
Here I will list “keywords” you have encountered
Keen Senses: A group that contains members with Keen Senses can choose to use their Keen Senses to reduce the chance of random animal encounters (each rarity becomes 5% less likely for each member with Keen Senses); a group that hunts animals that aren’t common also increases their chance of success by 5% for each member with Keen Senses
Flying: If an animal or a person is Flying, prevent all damage dealt by attackers that aren’t flying or are using ranged weapons. More Stuff will get added as players progress in the game
Blocked Movement: If anyone moves onto a tile that blocks movement, they can't move any further that turn.
If you have trouble understanding any of that, please ask. I have purposely kept some information away from you for now, because, if you are interessted, I'd like to test how a "blind" run of the game would work out. Basically, you will only know how long research takes once you started researching, you will only know what the research does once you finish researching it, you will only get info about other environments or animals or food or material or anything else when you encounter it in the game. I am not sure if that's how I'd like the game to be played, but it is something I am curious about and something I clearly can't test myself. If you want to join, simply post which race you'd want to start as and choose a tile on the following 100x100 map. I'd strongly suggest starting on a tile with Clean water and to avoid desert environments though, because surviving there will likely be harder. - The Map:
Click to see details in the doc version Avoid the spoiler tabs if you want to avoid spoilers
Again, if there is anything you'd want to know about, feel free to ask. Sorry it took so long to post this, I simply did not have time to write all this yesterday, especially with my messed up keyboard
Last edited by OverlordJ on Sun Sep 18, 2016 6:28 pm; edited 1 time in total | |
| | | OverlordJ God of AFK
Posts : 3691 Join date : 2013-07-14 Age : 30 Location : Land of Cards and Games
| Subject: Re: Overlords Game 0.3: The next Session Fri Sep 16, 2016 9:12 pm | |
| | |
| | | OverlordJ God of AFK
Posts : 3691 Join date : 2013-07-14 Age : 30 Location : Land of Cards and Games
| Subject: Re: Overlords Game 0.3: The next Session Fri Sep 16, 2016 9:14 pm | |
| If I remember correctly someone wanted AW61 and elves and someone wanted BQ97? | |
| | | Shaula
Posts : 3368 Join date : 2013-07-11 Location : Wouldn't you like to know.
| Subject: Re: Overlords Game 0.3: The next Session Sat Sep 17, 2016 10:24 am | |
| I'll take BQ97, yes, and Dwarves as my race. | |
| | | OverlordJ God of AFK
Posts : 3691 Join date : 2013-07-14 Age : 30 Location : Land of Cards and Games
| Subject: Re: Overlords Game 0.3: The next Session Sat Sep 17, 2016 3:49 pm | |
| So AW61 Elves for Silck and BQ97 Dwarves for Shaula | |
| | | Sandstriker
Posts : 2283 Join date : 2013-07-11 Age : 25 Location : The Afterlife
| Subject: Re: Overlords Game 0.3: The next Session Sun Sep 18, 2016 2:20 am | |
| Can you randomize my race and starting tile? | |
| | | OverlordJ God of AFK
Posts : 3691 Join date : 2013-07-14 Age : 30 Location : Land of Cards and Games
| Subject: Re: Overlords Game 0.3: The next Session Sun Sep 18, 2016 2:58 am | |
| | |
| | | Outis
Posts : 18 Join date : 2016-04-05
| Subject: Re: Overlords Game 0.3: The next Session Sun Sep 18, 2016 4:11 pm | |
| Okie so
Elf 1 researches Tools Elf 2 researches Fire Elf 3 researches Basic Interactions
All other elves Hunt in seperate groups large enough to trigger the 'avoid harmful animals' thing with 100% certainty (i cant remember what percentage each elf adds to that whole thing, otherwise id seperate them myself) | |
| | | royalPawn
Posts : 1880 Join date : 2013-07-12 Age : 28 Location : B4
| Subject: Re: Overlords Game 0.3: The next Session Sun Sep 18, 2016 4:36 pm | |
| Imma stick with goblins and start at, say, J62 | |
| | | OverlordJ God of AFK
Posts : 3691 Join date : 2013-07-14 Age : 30 Location : Land of Cards and Games
| Subject: Re: Overlords Game 0.3: The next Session Sun Sep 18, 2016 5:58 pm | |
| Quick note: Each Unit of Water gives 5 Water points. Each turn, each person needs Water points equal to their hunger. So for example, a human on a temperate tile needs 2 Units of Water each turn. The first turn is in Spring, the second in Summer and so on. I'm gonna edit the other tiles into this post in a moment. Okay, the tile info for your tiles: - AW61:
Grassland with Lake "A nice Plain with plenty of fresh grass and a few trees. It has a Lake." Temperate: There is a 10% chance for Heatstroke in Summer. There is a 10% chance for Frostburn in Winter Plain: Nothing Lake: There are 1000 units of Water on this tile. At the end of each turn, add 100 units of Water, to a maximum of 1000. The Water quality on this tile is always Clean or worse, the Water quality can NOT improve above Clean. Common Materials: Twigs, Clay, Reed Uncommon Materials: Sand Rare Materials: Wood, Limestone Very Rare Materials: Stone, Iron Ore - SPRING:
Common Animals: Horse, Aurochs, Bug, Fish, Frog Uncommon Animals: Rabbit, Grub, Deer, Wolf, Bird Rare Animals: Boar, Hawk Very Rare Animals: Bear
Common Food: Berry, Root, Clam Uncommon Food: Salad, Moss Rare Food: Egg Very Rare Food: Herb
- SUMMER:
Common Animals: Horse, Aurochs, Bug, Fish, Frog Uncommon Animals: Rabbit, Grub, Deer, Wolf, Bird Rare Animals: Boar, Hawk Very Rare Animals: Bear
Common Food: Grain, Berry, Root, Clam Uncommon Food: Salad, Tuber Rare Food: Egg Very Rare Food: Herb
- AUTUM:
Common Animals: Horse, Aurochs, Bug, Fish, Frog Uncommon Animals: Rabbit, Grub, Deer, Wolf, Bird Rare Animals: Boar, Hawk Very Rare Animals: Bear
Common Food: Grain, Berry, Root, Clam Uncommon Food: Tuber, Gourd, Fruit Rare Food: Mushroom Very Rare Food: Herb
- WINTER:
Common Animals: Horse, Aurochs, Fish, Wolf Uncommon Animals: Grub, Deer, Bird Rare Animals: Boar, Hawk Very Rare Animals: Bear, Rabbit
Common Food: Nothing Uncommon Food: Nut, Root, Clam Rare Food: Tuber Very Rare Food: Herb
- J62:
Grassland with Lake "A nice Plain with plenty of fresh grass and a few trees. It has a Lake." Temperate: There is a 10% chance for Heatstroke in Summer. There is a 10% chance for Frostburn in Winter Plain: Nothing Lake: There are 1000 units of Water on this tile. At the end of each turn, add 100 units of Water, to a maximum of 1000. The Water quality on this tile is always Clean or worse, the Water quality can NOT improve above Clean. Common Materials: Twigs, Clay, Reed Uncommon Materials: Sand Rare Materials: Wood, Limestone Very Rare Materials: Stone, Iron Ore - SPRING:
Common Animals: Horse, Aurochs, Bug, Fish, Frog Uncommon Animals: Rabbit, Grub, Deer, Wolf, Bird Rare Animals: Boar, Hawk Very Rare Animals: Bear
Common Food: Berry, Root, Clam Uncommon Food: Salad, Moss Rare Food: Egg Very Rare Food: Herb
- SUMMER:
Common Animals: Horse, Aurochs, Bug, Fish, Frog Uncommon Animals: Rabbit, Grub, Deer, Wolf, Bird Rare Animals: Boar, Hawk Very Rare Animals: Bear
Common Food: Grain, Berry, Root, Clam Uncommon Food: Salad, Tuber Rare Food: Egg Very Rare Food: Herb
- AUTUM:
Common Animals: Horse, Aurochs, Bug, Fish, Frog Uncommon Animals: Rabbit, Grub, Deer, Wolf, Bird Rare Animals: Boar, Hawk Very Rare Animals: Bear
Common Food: Grain, Berry, Root, Clam Uncommon Food: Tuber, Gourd, Fruit Rare Food: Mushroom Very Rare Food: Herb
- WINTER:
Common Animals: Horse, Aurochs, Fish, Wolf Uncommon Animals: Grub, Deer, Bird Rare Animals: Boar, Hawk Very Rare Animals: Bear, Rabbit
Common Food: Nothing Uncommon Food: Nut, Root, Clam Rare Food: Tuber Very Rare Food: Herb
- BQ97:
Savanna with River "A hot Plain with hardy grass and few trees. It has a River flowing through it." Hot: There is a 20% chance for Heatstroke in Spring and Summer. There is a 10% chance for Heatstroke in Autum and Winter. 50% new Water units in Spring and Summer. 200% new Water units in Autum and Winter. Beings and farming requires twice as much Water each turn. Plain: Nothing River: There are 200 units of Water on this tile. At the end of each turn, add 100 units of Water, to a maximum of 200. The Water quality on this tile is always Clean or worse, the Water quality can NOT improve above Clean. Tiles with rivers block movement. (Blocked Movement: If anyone moves onto a tile that blocks movement, they can't move any further that turn.) Common Materials: Twigs, Sand, Clay Uncommon Materials: Reed, Limestone Rare Materials: Stone, Wood Very Rare Materials: Nothing - SPRING:
Common Animals: Horse, Bug, Snake Uncommon Animals: Grub, Monkey, Skorpion, Fish, Lizard Rare Animals: Rhino, Hippo, Alligator Very Rare Animals: Elephant, Great Cat
Common Food: Grain, Root Uncommon Food: Moss, Nut, Tuber, Clam Rare Food: Fruit, Spice Very Rare Food: Herb
- SUMMER:
Common Animals: Horse, Bug, Snake Uncommon Animals: Grub, Monkey, Skorpion, Fish, Lizard Rare Animals: Rhino, Hippo, Alligator Very Rare Animals: Elephant, Great Cat
Common Food: Grain, Root Uncommon Food: Moss, Nut, Tuber, Clam Rare Food: Fruit, Spice Very Rare Food: Herb
- AUTUM:
Common Animals: Horse, Bug, Snake Uncommon Animals: Grub, Monkey, Skorpion, Fish, Lizard Rare Animals: Rhino, Hippo, Alligator Very Rare Animals: Elephant, Great Cat
Common Food: Grain, Root Uncommon Food: Moss, Nut, Tuber, Clam Rare Food: Fruit, Spice Very Rare Food: Herb
- WINTER:
Common Animals: Horse, Bug, Snake Uncommon Animals: Grub, Monkey, Skorpion, Fish, Lizard Rare Animals: Rhino, Hippo, Alligator Very Rare Animals: Elephant, Great Cat
Common Food: Grain, Root Uncommon Food: Moss, Nut, Tuber, Clam Rare Food: Fruit, Spice Very Rare Food: Herb
- BP91:
Jungle with River "A damp and hot Forest with mighty trees. A River runs through it." Hot: There is a 20% chance for Heatstroke in Spring and Summer. There is a 10% chance for Heatstroke in Autum and Winter. 50% new Water units in Spring and Summer. 200% new Water units in Autum and Winter. Beings and farming requires twice as much Water each turn. Forest: Each player can have no more then 15 buildings in this tile. River: There are 200 units of Water on this tile. At the end of each turn, add 100 units of Water, to a maximum of 200. The Water quality on this tile is always Clean or worse, the Water quality can NOT improve above Clean. Tiles with rivers block movement. (Blocked Movement: If anyone moves onto a tile that blocks movement, they can't move any further that turn.) Common Materials: Twigs, Wood, Clay Uncommon Materials: Reed Rare Materials: Limestone, Stone Very Rare Materials: Nothing - SPRING:
Common Animals: Monkey, Snake, Bug, Spider, Frog Uncommon Animals: Ape, Bird, Bat, Fish, Turtle Rare Animals: Great Cat, Grub Very Rare Animals: Alligator, Silk Worm
Common Food: Fruit, Root, Berry Uncommon Food: Cocoa Bean, Coffee, Clam Rare Food: Spice, Herb Very Rare Food: Nothing
- SUMMER:
Common Animals: Monkey, Snake, Bug, Spider, Frog Uncommon Animals: Ape, Bird, Bat, Fish, Turtle Rare Animals: Great Cat, Grub Very Rare Animals: Alligator, Silk Worm
Common Food: Fruit, Root, Berry Uncommon Food: Cocoa Bean, Coffee, Clam Rare Food: Spice, Herb Very Rare Food: Nothing
- AUTUM:
Common Animals: Monkey, Snake, Bug, Spider, Frog Uncommon Animals: Ape, Bird, Bat, Fish, Turtle Rare Animals: Great Cat, Grub Very Rare Animals: Alligator
Common Food: Fruit, Root, Berry Uncommon Food: Cocoa Bean, Coffee, Clam Rare Food: Spice, Herb Very Rare Food: Nothing
- WINTER:
Common Animals: Monkey, Snake, Bug, Spider, Frog Uncommon Animals: Ape, Bird, Bat, Fish, Turtle Rare Animals: Great Cat, Grub Very Rare Animals: Alligator
Common Food: Fruit, Root, Berry Uncommon Food: Cocoa Bean, Coffee, Clam Rare Food: Spice, Herb Very Rare Food: Nothing
| |
| | | Outis
Posts : 18 Join date : 2016-04-05
| Subject: Re: Overlords Game 0.3: The next Session Sun Sep 18, 2016 6:48 pm | |
| - Outis wrote:
- Okie so
Elf 1 researches Tools Elf 2 researches Fire Elf 3 researches Basic Interactions
All other elves Hunt in seperate groups large enough to trigger the 'avoid harmful animals' thing with 100% certainty (i cant remember what percentage each elf adds to that whole thing, otherwise id seperate them myself) okie so i thought i started with 30 not 20 elves so Bosmers 1-14 hunt auruchs using keen senses to avoid danger Bosmer 15 researches basic fitness Bosmer 16 researches herbalism Bosmer 17 researches basic spellcasting Bosmer 18 researches fire Bosmer 19 researches tools Bosmer 20 researches basic interactions EDIT: changed again cause i dont understand how turn one works xD EDIT x2: changed elf to bosmer
Last edited by Outis on Sun Sep 18, 2016 7:34 pm; edited 2 times in total | |
| | | Shaula
Posts : 3368 Join date : 2013-07-11 Location : Wouldn't you like to know.
| Subject: Re: Overlords Game 0.3: The next Session Sun Sep 18, 2016 7:04 pm | |
| Dwarf 1: Tools research. Dwarf 2: Fire research. Dwarf 3: Basic interactions research. Dwarves 4 - 12: Horse hunting. Dwarves 13 - 20: Food gathering. | |
| | | Sandstriker
Posts : 2283 Join date : 2013-07-11 Age : 25 Location : The Afterlife
| Subject: Re: Overlords Game 0.3: The next Session Sun Sep 18, 2016 9:25 pm | |
| Elves 11-13 research tools, fire, and basic interactions.
Everyone else gathers food. | |
| | | royalPawn
Posts : 1880 Join date : 2013-07-12 Age : 28 Location : B4
| Subject: Re: Overlords Game 0.3: The next Session Mon Sep 19, 2016 5:40 pm | |
| Goblin 1: Research Simple Spellcasting Goblin 2: Research Tools Goblin 3: Research Fire Goblin 4: Research Basic Interactions Goblin 5: Research Herbalism Goblin 6: Research Basic Fitness Goblins 7 and 8 mate with 11 Goblin 9 and 10 gather food Goblins 12-15 gather materials Goblins 16-20 go hunt, hoping to catch some deer | |
| | | OverlordJ God of AFK
Posts : 3691 Join date : 2013-07-14 Age : 30 Location : Land of Cards and Games
| Subject: Re: Overlords Game 0.3: The next Session Mon Sep 19, 2016 7:09 pm | |
| - Pawn:
Turn 1 for the Goblin: You randomly encounter 8 Wolves. Your Gatherers find 24 Clams, 1 Moss, 11 Twigs, 18 Clay, 17 Reed and 2 Sand. Your Hunters found and killed 2 Deers. Goblins 1, 2, 3, 4, 5 and 6 have researched Simple Spellcasting, Tools, Fire, Basic Interactions, Herbalism and Basic Fitness for 1 Turn. Goblin 7 and 8 got pregnant. The Wolves dealt 1 damage to Goblin 2, 5, 8 and 11, 2 damage to Goblin 3, 4, 6, 9, 10, 13, 14, 15 and 20 and 3 damage to Goblin 7, 12, 16, 17, 18 and 19. The Deer dealt 1 damage to Goblin 16 and 20 and 2 damage to Goblin 17.
You now have the following things in your storage: Food from this Turn: 2 Venison (50), 8 Wolf Meat (80), 24 Clam (48) and 1 Moss (1) Material: 20 Bones, 11 Twigs, 18 Clay, 17 Reed and 2 Sand
All Goblins (except Goblin 1) regain 1 Health. Goblin 17 is at 6 Health, Goblin 16 is at 7 Health, Goblin 7, 12, 18, 19 and 20 are at 8 Health, Goblin 3, 4, 6, 9, 10, 13, 14 and 15 are at 9 Health, Goblin 1, 2, 5, 8 and 11 are at max Health (10)
- Shaula:
Turn 1 for the Dwarves: You randomly encounter 5 Monkeys. Your Gatherers find 20 Grain, 22 Roots, 6 Moss, 4 Clams, 3 Nuts, 3 Tuber, 1 Fruit and 5 Spices. Your Hunters found and killed 3 Horses. Dwarf 1, 2 and 3 have researched Tools, Fire and Basic Interactions for 1 Turn. The Monkeys dealt 1 damage to Dwarf 3, 8, 11, 12, 17 and 20 and 2 damage to Dwarf 2 and 14. The Horses dealt 1 damage to Dwarf 4 and 7 and 2 damage to Dwarf 9 and 10.
You now have the following things in your storage: Food from this Turn: 3 Horse Meat (120), 5 Monkey Meat (50), 20 Grain (40), 22 Roots (44), 6 Moss (6), 4 Clams (8), 3 Nuts (6), 3 Tuber (9), 1 Fruit (3) and 5 Spices (0) Material: 22 Bones
All hurt Dwarves regain 1 Health. Dwarf 2, 9, 10 and 14 are at 24 Health, the rest is at max Health (25)
- Sand:
Turn 1 for the Elves: Your Gatherers find 73 Fruit, 67 Berries, 12 Roots, 9 Cocoa Beans, 8 Coffee, 19 Clams and 5 Spices. Elf 11, 12 and 13 have researched Tools, Fire and Basic Interactions for 1 Turn.
You now have the following things in your storage: Food from this Turn: 73 Fruit (219), 67 Berries (134), 12 Roots (24), 9 Cocoa Beans (0), 8 Coffee (0), 19 Clams (38) and 5 Spices (0) Material: Nothing
No Elf regains Health. Everyone is at max Health (15)
- Silck:
Turn 1 for the Bosmer: Your Hunters found and killed 2 Aurochsen. Bosmer 15, 16, 17, 18, 19 and 20 have researched Basic Fitness, Herbalism, Simple Spellcasting, Fire, Tools and Basic Interactions for 1 Turn. The Aurochsen dealt 1 damage to Bosmer 2, 11, 12 and 13 and 2 damage to Bosmer 5 and 8.
You now have the following things in your storage: Food from this Turn: 2 Beef (80) Material: 8 Bones
All hurt Bosmer regain 1 Health. Bosmer 5 and 8 are at 14 Health, everyone else is at max Health (15)
- Uncoverd Stats:
- Wolf:
Str 3 Health 5 Special: Gets +2 when attacking. 10% chance to carry an Illness Encounter Chance: 1:5% 2:10% 3:15% 4:20% 5:20% 6:15% 7:10% 8:5% Loot: 1 Wolf Meat, 2 Bones
- Deer:
Str 2 Health 8 Special: Nothing Encounter Chance: 1:10% 2:70% 3:20% Loot: 1 Venison, 2 Bones
- Monkey:
Str 2 Health 5 Special: 10% chance to carry an Illness Encounter Chance: 1:5% 2:10% 3:50% 4:25% 5:10% Loot: 1 Monkey Meat, 2 Bones
- Horse:
Str 2 Health 10 Special: Nothing Encounter Chance: 1:50% 2:30% 3:20% Loot: 1 Horse Meat, 4 Bones
- Aurochs:
Str 4 Health 10 Special: Nothing Encounter Chance: 1:60% 2:40% Loot: 1 Beef, 4 Bones
- Items:
Venison (25 Food Points) Wolf Meat (10 Food Points) Horse Meat (40 Food Points) Monkey Meat (10 Food Points) Beef (40 Food Points) Tuber (3 Food Points) Fruit (3 Food Points) Clam (2 Food Points) Grain (2 Food Points) Root (2 Food Points) Nut (2 Food Points) Berry (2 Food Points) Special: Each Berry has a 10% chance for slight poison (1 point of damage) Moss (1 Food Points) Spice (0 Food Points) Special: Spice doesn't go bad Cocoa Bean (0 Food Points) Coffee (0 Food Points)
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| | | Sandstriker
Posts : 2283 Join date : 2013-07-11 Age : 25 Location : The Afterlife
| Subject: Re: Overlords Game 0.3: The next Session Wed Sep 21, 2016 12:50 am | |
| Elf 14 impregnates 1-3
everything else goes on like it did last turn | |
| | | Outis
Posts : 18 Join date : 2016-04-05
| Subject: Re: Overlords Game 0.3: The next Session Wed Sep 21, 2016 9:16 am | |
| Bosmer 1-4 and 7 hunt aurochs
Bosmer 5-6 and 8-14 gather food
they all use keen senses to avoid danger of course
the researching Bosmer continue their researching | |
| | | Shaula
Posts : 3368 Join date : 2013-07-11 Location : Wouldn't you like to know.
| Subject: Re: Overlords Game 0.3: The next Session Wed Sep 21, 2016 10:27 am | |
| Dwarves 1-3: Continue their respective research. Dwarves 4-7: Hunt horses. Dwarves 8-15: Gather materials. Dwarves 16-20: Hunt horses.
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| | | royalPawn
Posts : 1880 Join date : 2013-07-12 Age : 28 Location : B4
| Subject: Re: Overlords Game 0.3: The next Session Wed Sep 21, 2016 10:56 am | |
| Goblin 1: Research Simple Spellcasting Goblin 2: Research Tools Goblin 3: Research Fire Goblin 4: Research Basic Interactions Goblin 5: Research Herbalism Goblin 6: Research Basic Fitness Goblins 7 and 8 chill Goblins 9 and 12 breed Goblins 16-20 gather materials Goblins 11, 13, 14, 15 hunt for more deer
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| Subject: Re: Overlords Game 0.3: The next Session | |
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