Before the Dungeons : a D&D inspired civ quest

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Scheduled vote count started by OldShadow on May 27, 2024 at 8:59 AM, finished with 15 posts and 14 votes.

  • [X] Grab opportunities while we can
    [X] Watchers of Snow
    [X] Grab opportunities while we can
    -[x] Sur 37
    --[x] Our own woods : 28/28
    --[x] Digging Hideouts : 4/4
    --[x] Prepare for Cold : 5/5
    -[x] Cul 36
    --[x] Engravings 10/10 (Water, stone, spear)
    --[x] A Warning for the Watchers : 6/6
    --[x] Keepers for the Inborn Songs 20/20 (First)
    -[x] Lea 25
    --[x] Home of the Watchers : 8/8
    --[x] True Clothes : 9/9
    --[x] Portable nests : 5/5
    --[x] Watch the Growth : 8/8 (Fire)
    --[x] Throwing Fire : 2/10
    [X] Watchers of Snow
    -[X] SUR: 30+2+1+1+2+1
    --[X] Digging Hideouts 0/4 -> 4/4
    --[X] Huts of Stone 5/10 -> 10/10 (Stone)
    --[X] The Burned Tree 2/15 -> 15/15 (Fire)
    --[X] A New Standard 0/20 -> 2/20
    --[X] Prepare for Cold 0/5 -> 5/5
    --[X] Scout the landing of the Cold 0/8 -> 8/8 (Fire)
    -[X] CUL: 32+1+1+1+1
    --[X] Woven Memories 0/5->5/5
    --[X] Keepers for the Inborn Songs 0/20 - 4/20
    --[X] The Squirrel & the Bear 0/6->6/6 (Spear)
    --[X] A Warning for the Watchers 0/6 -> 6/6
    --[X] New offering for the Watchers
    ---[X] Songs for the Watchers 0/5 -> 5/5
    --[X] Engravings 0/10 -> 10/10 (Spear, Water, Stone)
    -[X] LEA 19+2+1+1+1+1
    --[X] True Clothes 0/9-> 9/9
    --[X] Watch the Growths 7/8 -> 8/8 (Fire)
    --[X] Fishing Nets 0/5 -> 5/5 (Water)
    --[X] The art of breaking ice 0/10 -> 10/10
 
Sort of wandering will this coming doom winter be the catalyst for our people becoming migratory nomads like the next step from semi sedentary hunter gatherers is nomads, which would add a new layer to the game as we develop our navigation knowledge and skills, encounter new races, run into gods and titians, see new practices, carry out barter trade , raids and gain new knowledge and tech from the societies we encountered until we finally find a perfect spot to settle as historically a rising power needed three things to be successful those being location ,locations and location, hopefully by the time we settle we will have figured out agriculture, mining and metal work
 
Sort of wandering will this coming doom winter be the catalyst for our people becoming migratory nomads like the next step from semi sedentary hunter gatherers is nomads,
Not really. Our current plan is to train a band of very hyped brave warriors and go kill the doom winter.

Besides, we just took the action that starts the chain to develop agriculture. We are settling in place, as the civ players would say.
 
Not really. Our current plan is to train a band of very hyped brave warriors and go kill the doom winter.
I think we have a problem then, assuming what we are fighting is either a god, titian or really powerful outsider then we are screwed as I don't think we even have weapons that can hurt that, like in order to be able to do damage to a deity you would a minimum of a +3 weapon and +5 if you want it to be reliable otherwise there damage reduction with come into play, we don't have anything like that so that band of hyped brave warriors is go in there to find that their weapons do zero damage as they can't overcome his damage reduction never mind overcoming a bare minimum of 25 AC if its just a powerful outsider
 
We have confirmation that its not a god, it's more a primordial spirit of winter/cold. And it will be weakened by the fight it just lost and the fall.

So the plan is to try to gank it as soon as it lands while it is still weak.
that isn't reassuring, primordials are in the same weight class as gods to the point that the dawn war was waged between the gods and primordials , which brings us back to my original point how do we kill it, being weakened is a very relative term when the thing you're talking about is practically immune to nonmagical damage by default and is a being who abides by its own personalized set physicals rather than the ones everyone else has to follow(its a thing with primordials)
 
primordials are in the same weight class as gods to the point that the dawn war was waged between the gods and primordials ,
I think that war is currently going on.

As for how to kill it, I don't know, but we wouldn't have been the option if we had no chance at all. The Freesingers know how powerfull the sort of beings are. If they felt they had no chance we would have run away from the get go.
 
The Freesingers know how powerfull the sort of beings are. If they felt they had no chance we would have run away from the get go.
do they actually know though? like our arcane tradition just started figuring out cantrips and we have zero divine magic tradition seeing as neither clerics nor druids are a thing yet never mind the secrets or even public knowledge of the primordials and gods
 
do they actually know though? like our arcane tradition just started figuring out cantrips and we have zero divine magic tradition seeing as neither clerics nor druids are a thing yet never mind the secrets or even public knowledge of the primordials and gods
The Freesingers were slaves and toys of gods, so they would know.

But you should ask OldShadow if you want to be sure.
 
As I was saying, we should have become bards and try to seduce them instead.

But on a more serious note, I am also not quite sure how literally stone age people who just know a couple magic is going to win against ummm... major spirit? Don't quite sure what to categorise them as. if nothing else, the Freesingers at least have Hiding Arts, which "reduce the chance of being noticed or harmed by monsters and other supernatural threats," so maybe we aren't all going to die yet. Hopefully.
 
So, I am going to make some things clear : The Freesingers will not be insta-killed, and sending a team to the Spreader of the Evercold will not just send them to their doom.
I can't say more without spoiling too much the surprise, but this is not a "rock fall, everyone die" or even "all you can do is survive" kind of situation.
 
I think that war is currently going on.

As for how to kill it, I don't know, but we wouldn't have been the option if we had no chance at all. The Freesingers know how powerfull the sort of beings are. If they felt they had no chance we would have run away from the get go.

Set the place fire is a plan, part of the reason I didn't want to do agriculture this turn. But the people have spoken, hopefully the Watchers are not too angry at us.
 
Set the place fire is a plan, part of the reason I didn't want to do agriculture this turn. But the people have spoken, hopefully the Watchers are not too angry at us.
My plan next turn uses Warriors of Fire, Gather the Braves and Song of Black tooth for a very spicy combo.

Then I get Virtue of Prudence and Squirrel and Bear to make sure people don't just charge ahead like idiots and use clever tactics. I will add In case of emergency use fire if we have enough points.

All in all, this should give us a very motivated group of warriors ready to go at it.
 
I approve of the plan that involves neolithic elves using cantrips and fire sticks to gank a small god.

In other words I like the cats plan, I say we let it cook.
 
Okay, here is my tentative plan for next turn,

SUR
Hunting down the tusked boars (for extra pelts)
Prepare for Cold
Scout the landing of the Cold
Huts of Stones

CUL
Songs of Black Tooths, first slayer
Warrior of Fire
Gathers the Braves
Virtue of Prudence
The Squirrel and the Bear
then either In case of emergency or Vitue of Bravery

LEA
The art of breaking ice
Throwing Fire
Secret of Drying (if we have the points)

Only CUL is really set in stone, the rest might change depending on what we unlock next turn.
 
Okay, here is my tentative plan for next turn,

SUR
Hunting down the tusked boars (for extra pelts)
Prepare for Cold
Scout the landing of the Cold
Huts of Stones

CUL
Songs of Black Tooths, first slayer
Warrior of Fire
Gathers the Braves
Virtue of Prudence
The Squirrel and the Bear
then either In case of emergency or Vitue of Bravery

LEA
The art of breaking ice
Throwing Fire
Secret of Drying (if we have the points)

Only CUL is really set in stone, the rest might change depending on what we unlock next turn.

Pretty sure the point changes are Sur[+2] Cul[+6] Learn[+4]

I think making a plan before the update is putting the cart before the horse, as their is usually new options & changes in pricing.

Though if I was making an option right now I would take blades for extra combat ability over tusked boars, & Woven Memories to increase knowledge transmission & cut Warriors of Fire in favor of Seek the Omens to Strengthen the First Clan. For learning I would take serpentvine coil to allow firekeepers to launch Fire from the back. With the remaining points being used on Dreaming Leaves or Fishing Net to strengthen the Water Clan.

On another note I noticed this about our clans in terms of culture.
Fire clan = High Elves(Firekeepers are our elite right now)
First Clan = Moon Elves(Moon elves are the most social elves, which makes sense for our bard clan)
Stone Clan = Dark Elves(matriarchal cave dweller)
Spear Clan = Wood Elves(hunter gathers)
Water Clan = Sea Elves(live on the water)
 
I think making a plan before the update is putting the cart before the horse, as their is usually new options & changes in pricing.
We know for sure the ice spirit is landing on turn 14, so we want to get the prep work done on turn 13 so we can inmediatly go on the attack.

So that's why I have the plan mostly in place, since our priority is unlikely to change.

weaving memories won't help our warriors break through the ice, neither will blades which are described to be thin and fragile.
 
I think making a plan before the update is putting the cart before the horse, as their is usually new options & changes in pricing.

On the other hand some plan is better than no plan, a good first step to be able to have spare resources to maybe grab some of those really tasty options.

Also I'm pretty sure that currently we have neither horses nor carts at the moment so there shouldn't be a problem on that front.
 
We know for sure the ice spirit is landing on turn 14, so we want to get the prep work done on turn 13 so we can inmediatly go on the attack.

So that's why I have the plan mostly in place, since our priority is unlikely to change.

weaving memories won't help our warriors break through the ice, neither will blades which are described to be thin and fragile.

I think The art of breaking ice & Blades could synergies into Ice Picks, while weaving memories is for the knowledge transmission. Which will allow for quicker education & decrease the risk of knowledge loss from disasters.
 
I think The art of breaking ice & Blades could synergies into Ice Picks, while weaving memories is for the knowledge transmission.
I think Ice picks is more likely to come from The art of breaking ice and Better axes. Reading the text of the actions, blades are precision tools, they are fragile but very sharp, whereas Better Axes is all about making them tougher and durable, which is what you want in a pick.

But Axes is in Learn, which is very tight with a lot of things we really, really need.

Which will allow for quicker education & decrease the risk of knowledge loss from disasters.
The disaster is coming on turn 14, that is the turn after this plan. This is our last turn before it hits. I know Weaving Memories will be good, but it has to be better than the option it is replacing, and considering we are going to be fighting elementals on turn 14, I don't see it being better for that than the options I have chosen.
 
I think Ice picks is more likely to come from The art of breaking ice and Better axes. Reading the text of the actions, blades are precision tools, they are fragile but very sharp, whereas Better Axes is all about making them tougher and durable, which is what you want in a pick.

But Axes is in Learn, which is very tight with a lot of things we really, really need.

I have to disagree, the simplest method of breaking ice is to first form a groove & than tapping it with a ice pick. Ice picks are Very Sharp & work by applying pressure at a single point. While Better Axes would be useful in forming a groove, blades would more useful for the sharp point. I could see serrated blades being useful, but I feel that would fall under the Blades options & need Better Axes to be durable enough to be useful.

Blades also increase our hunting & processing ability, which is good for making better use of our available resource. While also strengthening the Stone & Spear Clan, adding more balance. So even if it turns out that it is not useful for Breaking Ice it is still a useful option.
 
So even if it turns out that it is not useful for Breaking Ice it is still a useful option.
Every option is usefull in one way or another, the question is if it more usefull than others things we could take. Moreover, Blades is 15 points, meaning that I would have to give up two projects to get it.

Are Blades better than both building huts of stone and Scouting where the cold lands? My answer is no.
 
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