Super 8 Bit Dystopia RPG (8-bit Dystopia CK2 Style Quest)

The Engine has an extremely high DC, but also promises to be extremely useful. Vassalization is guaranteed to work and gives us more unit types, but it's currently unclear exactly how much of a power boost it'd give.

...I'm expecting them to be something along the lines of Monstro Town, possibly with a few crossover monsters for flavor (i.e. X-Com hybrids). Do with that guess as you will.
Thats fair
Considering:
A) What you mentioned about the crossover monsters
B) That I added the Resurrection Machine due to it having been on Sabrefall´s plan
and
C) That the Axems dont strike me much as diplomats and are known to have a craft on their own in canon, they might give us the extra Stewardship action
I might change it so we can vasalize Mutant Town once for all
One could argue that getting the Resurrection Machine would allow us to work inmediatly on the Shyster Factory for the Stewardship action, but even then its likely we would need to get through a Learning activity much like with the Aeros before being able to get said action.

Now that I think on it...Its very likely that the hero that would give us the extra Diplomatic action could be Boomer, considering he is the most polite out of the Smithy Gang
 
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Kinda feel that the hint is specifically that we should scout the surface layer instead of just "vaguely upwards." As in, the current plan is literally not aiming high enough. (And yes, using Yari in hopes that he won't provoke the surface factions into launching an invasion down here.)
I was actually expecting you guys to have reached the surface and bottom layers a bit ago but hey what ya gunna do.
 
I was actually expecting you guys to have reached the surface and bottom layers a bit ago but hey what ya gunna do.
I, for one, tend to prefer thorough exploration, really. Like, in roguelikes or strategy games, it keeps me from getting jumped from behind by an enemy I missed (disclaimer: I do not play strategy games multiplayer), and regardless of genre it can give me more items.

Even in a game like this, where we can always go back and clear the areas we haven't done yet, I tend to prefer finishing the one I'm already in just so I don't have to worry about a war on multiple fronts. Y'know, secure the area before expanding, sorta thing?

Can't guarantee that's the majority opinion, but it's mine, if it helps explain us focusing on our starting floor.
 
You will never fully explore any layer because of the sheer size of the Pipeworks, and being jumped from above or bellow is just as if not more possible.

NOt saying you approach is wrong but I feel its important to note that it actually isn't all that much safe if it is at all.
Oh, so more Minecraft "procedurally-generated environment with extending boundaries as necessary" than Rogue "random floor with fixed borders" then.
 
You will never fully explore any layer because of the sheer size of the Pipeworks, and being jumped from above or bellow is just as if not more possible.

NOt saying you approach is wrong but I feel its important to note that it actually isn't all that much safe if it is at all.
So thats why you gave us the hint
Because something could be coming...
 
Sounds like it would be a good idea to establish ourselves above, below, and in the middle, and then see about creating a three to five tile radius of claimed territory on each layer while creating methods to travel between each layer throughout our territory.
 
I would suggest to explore the inmediate lower layers and the inmediate upper layers instead of the deepths and the surface
Though I feel our actions in the next turn should be in that order:
A) Taking over Red Nod Base (we will have enough shysters for that by next turn)
B) Upgrade Yaridovich´s shapeshifting abilities
C) Resurrection Engine
D) Build More Shysters or look if there is a way to automatize Shyster building project much like with Aeros
 
I would suggest to explore the inmediate lower layers and the inmediate upper layers instead of the deepths and the surface
Though I feel our actions in the next turn should be in that order:
A) Taking over Red Nod Base (we will have enough shysters for that by next turn)
B) Upgrade Yaridovich´s shapeshifting abilities
C) Resurrection Engine
D) Build More Shysters or look if there is a way to automatize Shyster building project much like with Aeros

Thoughts on getting the Mutants as Vassals? Even a small amount of random resources could be quite useful.
 
We already picked that action on this turn, and its foreseen to be an insta-sucess, so by the next turn Mutant Town will be a vassal.

I missed that somehow, thanks! Digging into it, it turns out that the Vassal Making didn't make it to the Thread Tally which is how I missed it.

In that case unless something weird pops up you're proposed action plan looks good.

I'd like to try to end up dedicating 1 Action to Vassal Development each turn, as both good sense and a potential action provider either through generated Hero Units or institutional inertia, but the current proposed plan's goals (securing a military base, improving our most competent Hero, continuing to work on solving manpower concerns) are important.

We might want to think about setting up a Bow Tower or three in each of our Vassal Settlements to help secure them defensively though, now that the Aero Factory is online to supply them.
 
I missed that somehow, thanks! Digging into it, it turns out that the Vassal Making didn't make it to the Thread Tally which is how I missed it.

In that case unless something weird pops up you're proposed action plan looks good.

I'd like to try to end up dedicating 1 Action to Vassal Development each turn, as both good sense and a potential action provider either through generated Hero Units or institutional inertia, but the current proposed plan's goals (securing a military base, improving our most competent Hero, continuing to work on solving manpower concerns) are important.

We might want to think about setting up a Bow Tower or three in each of our Vassal Settlements to help secure them defensively though, now that the Aero Factory is online to supply them.
We dont have any Bow Tower buildings yet, but we have ballistas batteries

While I would like to spend some actions on vassal developments, I do feel that with one of our current vassals being potentialy threatened by a cult, then its for the better we focus our efforts on upgrading Yaridovich so he can take over the Cult of Sirius.
If we werent having a threat right now I would spend some actions on teaching the moles.
 
We dont have any Bow Tower buildings yet, but we have ballistas batteries

That's what I was thinking of yeah. They occupy a building slot so that's how my brain abstracted them.

While I would like to spend some actions on vassal developments, I do feel that with one of our current vassals being potentialy threatened by a cult, then its for the better we focus our efforts on upgrading Yaridovich so he can take over the Cult of Sirius.
If we werent having a threat right now I would spend some actions on teaching the moles.

All entirely reasonable. Hopefully getting the Rangers will help expand our number of actions, and maybe we'll also get inspired to create a Bureaucracy/Paperwork focused Hero as well?
 
[Co-Writer Note]: Any theories on what we could face next?
What do you expect to see?
How do you think the rest of the SMRPG Cast is doing?
 
[Co-Writer Note]: Any theories on what we could face next?
What do you expect to see?
How do you think the rest of the SMRPG Cast is doing?
For who would we fight next, at this moment the nearest discovered threat is the Church of Sirius.
As for the rest of SMRPG cast, considering Smithy didnt landed a giant sword on Bowser´s castle this time, I dont think the heroes have their sights on us (Not to mention that this Smithy is more anti-heroic than his canon self). Booster is close to Moleville though, so if we deal with a character first its quite likely to be him.
 
[Co-Writer Note]: Any theories on what we could face next?
What do you expect to see?
How do you think the rest of the SMRPG Cast is doing?

I am actually a fair bit unfamiliar with the crossover setting and with SMRPG specifically, but it would be neat to eventually see someone else make diplomatic contact with us.

As for theories, it feels like it's just a matter of time before someone from Above or Below decides that they want to charge through the Ramps on their way to somewhere, and then stumble into us and cause some chaos. Whether that's a MC, one of the Big Factions, or something else, I don't quite know. It'd be convenient if we could replace and rework the Ramps into something that we can seal or unseal at will though.
 
"Somehow" apparently being "I convinced him to change it, and he forgot to notify the voters that he was actually changing his plan."
I guess I should apologize for that
Since wabbitking mentioned wanting to get done with the vassal and since some of the voters gave a like to the comment I pressumed it would be alright
Might try to pin next time I change the plan
 
Hmmm.

The Mad Mallets.

What exactly can they do? They can provide assistance to our build actions, but how powerful are they, how smart are they, and can they actually do repair, maintenance, or build actions themselves in sufficient numbers?

We have 3 right now, so technically if I'm looking at things correctly we could make a maximum of 4d2+7 (assuming the Conveyer Belt is Per Action as it seems to be) next turn, getting us a minimum of 11, a maximum of 15, and an average of 13.

I don't know what we specifically could do with 14 to 18 teams of Mad Mallets, but it feels like it would potentially help a lot of logistical concerns? And in the "worst" case of "It doesn't really do anything besides give us units and allow us to use a maximum amount of Mallet Boosters on our actions" then we can keep 4 to 6 in our main manufacturing facility and then spread out the remainder between our Vassals to both help them with their own infrastructure projects and to provide more defense.

Have 5 at home and 3 with each of our Vassals sounds like a good distribution, assuming minimum rolls. If we end up with an average roll, that leaves us with 16 which is just enough to send 4 to everyone while keeping the same with us.
 
The Mad Mallets.

What exactly can they do? They can provide assistance to our build actions, but how powerful are they, how smart are they, and can they actually do repair, maintenance, or build actions themselves in sufficient numbers?
Well, there's the build assistance, obviously. In the actual game, they're probably roughly comparable to Jabits (bit more HP, bit more attack, bit lower defense), but I don't know how (or if) that'll be reflected here. They're definitely capable of combat on their own, though.

Doubt they'll give us any bonus actions no matter how many we have specifically because of how abusable that sounds (let's just assume raw material shortages as the lore explanation there). As for intelligence... they're one of the enemy types that'll actually run away if you isolate them, so I'd assume they're at least smarter than Jabits just from that.

edit: Oh, and Mad Mallets don't explode. Probably worth noting.
 
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Well, there's the build assistance, obviously. In the actual game, they're probably roughly comparable to Jabits (bit more HP, bit more attack, bit lower defense), but I don't know how (or if) that'll be reflected here. They're definitely capable of combat on their own, though.

Doubt they'll give us any bonus actions no matter how many we have specifically because of how abusable that sounds (let's just assume raw material shortages as the lore explanation there). As for intelligence... they're one of the enemy types that'll actually run away if you isolate them, so I'd assume they're at least smarter than Jabits just from that.

edit: Oh, and Mad Mallets don't explode. Probably worth noting.

The exploding vs not-exploding might interact with Jabit intelligence records a bit, as a weapon that's fail state is a big boom is something you'd prefer to stick around your enemies rather than retreat.

That being said, they do sound like they'd probably provide some roll bonuses/DC reductions if we get enough of them going, and narratively sending some out in support to our Vassals to provide general infrastructure/building support during peace time sounds like a good move.

It'd be really nice if getting like, 10 or 20 of them unlocked a bonus "Construction" action as long as we maintain that number of them "free" (so not used to boost our own build actions and not set as a Garrison somewhere), so maybe we'll get lucky?

Something to think about after the results portion of this turn.
 
The exploding vs not-exploding might interact with Jabit intelligence records a bit, as a weapon that's fail state is a big boom is something you'd prefer to stick around your enemies rather than retreat.
On the other hand, a bomb is probably not the sort of thing you care enough about to make intelligent. Why bother investing in making it smarter than it absolutely needs to be to identify targets?
 
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