The discussion thread. For everything other than turns and private deals and such.
The Game Thread
The discussion thread. For everything other than turns and private deals and such.
The Game Thread
It’s begun! For the point of this though.
@Newf, mercantile isn’t suitable as a specialty, trade routes are player-player interactions and I can’t boost your social skills. As for as multi-culturalism that’s more a product of foreign relations again, while there are NPC’s out there there isn’t many of them and no major ones known. Maybe as a different choice you get better boats? I’m still working on it but my guidelines suggest that you only start with small-medium fishing boats to start with. I’m also changing it a little to one tech and one magic to start with. So think of some kind of magic that you start knowing the basics of.
EDIT: Also the red area good for you?
Yes.
Also can we have a list of things we can start off with? Just so I can make my decision. (If you have any idea what Ankh-Morpork would start off with, I am open to suggestions)
Current list for the basics you start with is thus.
Basic Construction (Humans=Wood,Dwarves=Stone,Lagomorph= Burrows,etc.)
Basic Agriculture (The main method increasing population)
Domesticated Animals (Goats,Sheep,Pig,Cat,Cow,Dog) (Modify for race?)
Seafaring (Small-Medium fishing boats, think old civ triremes, limited capacity and prone to keeling over in the ocean, not very well suited to naval trade, any land would be reachable though)
Forging (iron, copper)
Herbalism (Minor knowledge, mainly what’s safe to eat and what’d kill you)
Magic (None, but you get a free one to start)
As for suggestions. How about choosing something like basic cargo ships for tech and for magic maybe runic wind manipulation for things like helping sailboats sail. Magic could be anything you think could be useful though. I’ll provide ideas for everyone for stuff that could be done with magic for at least a little bit, help get creativity flowing.
EDIT:
psst, @Newf. For the Tower of Art I can give you magical construction reinforcement? That has applications I suppose. It would explain how you built a 240m tall tower with your tech level.
Oh boy, here we go again . Good luck Xavion, I hope this goes well!
You should join. Try playing without having to run it, it should be more fun.
Alright, I’ll try it out.
The original city was little more than a walled keep, surrounding the Tower of Art, a building of mysterious origin which may even predate the Disc itself.
-Ankh-Morpork Wikipedia
Ankh-Morpork was built around the tower, I did not build it.
Just want to say that I would prefer the Island I am on to not have anyone else on it…
So you have a giant tower, do you want some magic to start with or not though? Just say something like fireballs or mind reading or something and I can work with that.
Your island has that nice little valley, I did put more effort into the surrounding islands though than the big one. I wonder if there might be something lying in the valley? Maybe I should mention that there is tidbits scattered throughout the maps for you to find? Just ruins or the like, colonise or explore to find them.
Alright, my civilization’s started! Xavion, go ahead and mess around with it and tell me if something’s a bit too OP.
Look I have Golems now! HAPPY!? Anyway, they are basically a bonus to production since they don’t need to eat, sleep and don’t get tired.
Read the description, magic is meant to mean something like fire magic, healing, divination, necromancy, divine channeling, runes or something. It is not meant to be a large object or group of objects. Nothing OP about it though, although to clarify; according to google there is Viking Longships and Longboats which are much smaller and generally less useful. I’ll assume you meant the viking ones.
@Newf, congrats you have golems! Well golem magic, so you know the basics of how to create and animate golems powered by divine scripture and magic. Future expansion would be things like stronger materials or things more complex than a poorly defined human, lots of military applications. Note golems in their basic form are stupid, strong, simple, and slow. Golems in a maximised refined form are unstoppable beings of finesse and grace, able to go anywhere and do anything. Before you know Leonard of Quirm will have made some giant spider robots with claws as a farming device and colossi to help construction.
Also you can choose a colour if you want.
Alright, I’ll dismantle my treasure fleet and think up a new one.
Water Imps! I guess they can catch fish and help my sailors navigate the treacherous oceans! Sound too OP Xavion?
Red.
Just want to say that he is dead and totally not being kept in a secret room in the Palace of Ankh-Morpork
How about magic that allows your people to become Mermaids and Mermen when they touch water?
I updated the map with you two on it. I’d either say no the transformation into mermaids/mermen idea for being too strong for a starting magic (start with self-enhancement, a few turns of effort could get you there) or make it fairly hard to turn into other types of self-transformation. As it is an application of transformation magic and that’s powerful stuff.
Maybe just being able to breathe underwater then?
That could work. Not entirely sure where you’d take it as there is problems with being underwater (water is heavy, couldn’t get too deep due to pressure), could have some interesting uses though and provides the foundation for transformation magic which is good. The way I interpreted water imps was as summoning with the initial knowledge as water elemental summoning. Yours was animation with golems as how it’s used. Both have powerful potential applications, the ability to grant movement and life to the unliving is very useful for military and mass production and summoning is similarly useful, the key difference being that summoned beings are generally a bit moody at being called on unexpectedly, it also leads into interesting teleportation based magics though so that’s a plus.
Ah, my starting turn has been posted. Is everything good @Xavion?
Also, super excited for this!
Just want to say that at one point I will have an army of 4000 Giant Golden Golems who were once made by the Umnians, I will probably bury them but just saying…
I’m treating it as thus, the dwarven architects upgrade you from merely carving out rooms from stone to cavernous areas without them collapsing as they would for lesser architects. The geomancy is becoming basic earth elemental control, so basically you can move rocks around and rip them from the ground, do with that what you will. Things like creating whole cities overnight, shape metal more masterfully than can be achieved with tools, transmutation of metals and crystals, earthquakes and giant behemoths of stone and magma are all within your potential, some may require a bit more research than others though.
Examples of synergy just with what’s out so far. Trade and cooperation can be good.
Golems + Earth Magic = Stronger golems that can be made faster and more cheaply. Make things like gold and mithril golems a lot easier as well.
Golems + Summoning = Magic using golems. If you summon things into the golems then obviously you’ve got extra powerful golems.
Earth Magic + Summoning = Earth Elemental summoning. Well that was kinda obvious.
All three = Giant earthquake spamming demons in power armour? What would you do with all that?