The World of Cycles

What you see is...

  • Boring

    Votes: 1 20.0%
  • Damp

    Votes: 1 20.0%
  • Sunny

    Votes: 4 80.0%
  • Lumpy

    Votes: 1 20.0%
  • Planty

    Votes: 3 60.0%
  • Wet

    Votes: 0 0.0%

  • Total voters
    5
  • Poll closed .
Okay, logical problem solving to deal with the scale of the problem.
0/20 points
[X] Plan Hazards That Benefit Our Races Anyway
-[X] Lush (+3 Points)
-[X] Very Diverse (+3 Points)

To synergize with the friendly wildlife(see below) in the area for the spirits.

-[X] Mineral Abundance - Rich(+3 Points)
-[X] Variable (+1 Point)

Need minerals for golems, and given the below stuff, less than Variable would be pretty odd.

-[X] Mystical Power - Titanic(+3 Points)
-[X] Magical Variability - Diverse(+1 Point)

Relatively diverse magic power, in huge quantities works for both Golems and Spirits. Don't want too much diversity in high magic though.

Regional Traits(Net +4)

-[X] Large River (+1 Point)

River means transits from other areas to the coast. Major trade nexus

-[X] Protected Bay (+1 Point)

So we get a good bay to take advantage of the weather

-[X] Defensible Plateau (+1 Point)

And a vantage point to keep our stuffs

-[X] Important Isthmus (+2 Points)

Finally, we give people a reason to want to come here.

-[X] Volcanic Region (+1 Point)

Vulcanism means minerals and heat for forging. Good for the golems.

-[X] Temperamental Weather (-2 Points)

Hardy people and neither really need to be too concerned about hostile weather short of cyclones.

Area Modifiers: (net +2)
-[X] Friendly Fauna and Flora (+2 Points) (To a point, they are still wild)

Spirits needs coexistence with the environment, so plants and animals we don't need to kill are a plus.

-[X] Treacherous Terrain (-2 Points)

But neither Spirits nor Golems give much of a damn about traditionally hazardous terrain. Gimme.

-[X] Auspicious Magical Conditions (+2 Points) (Again, to a point, you can't cast anything and expect it to work, but the magic does actively help you cast a bit)

One of our big strengths, so stack up and go higher.
 
Okay, going to let it run a little longer, but Plan Hazards That Benefit Our Races Anyway appears to be winning.
 
Okay, Voting is Locked. Hazards that Benefit Our Races Anyway won.

Not sure how long it will be before Turn 1, but as I'll be actually drawing the map for the region, rolling the resources and all that fun stuff, it'll be a while.

That said, I'll be putting parts of the information up as they become available and appropriate. And no, that does not include the map. Get Primitive Map-Making and we'll talk.
 
Okay guys. Good news and bad news. I have done your terrain rolls.

First the good news. I rolled a 97 for your Large River. Which means it's almost the perfect river. Also, carving a large canal in the Isthmus is much easier now as the river's done most of the work for you. Almost a 100, which meant I would probably have upgraded it to River Delta for free. Because frankly, that would have been overkill, and the river would be so large it had to have a delta.

The Bad News. You guys picked Volcanic Region, and considering it only cost 1 point? If you didn't realise there might have been a negative, you kind of need to remember what a region being Volcanic means. In this case it gave a free increase by 1 step to Environmental Quality and Mineral Abundance, raising you guys to Paradisiacal and Ludicrous respectively. The good news is you only got 3 more or less active volcanoes. The Bad News? The region is relatively active. You won't have to worry about constant eruptions as you rolled on the high end of 'relatively active' which just means the region will stay active, and you won't be able to forgot about the volcanoes, but you won't have to always remember them. Probably only one or two eruptions every millennium, but they are likely to be fairly big ones.

The worse news. Because you chose Important Isthmus, Protected Bay and Volcanic Region, I rolled for narrative reasons on why they were around and you got a rather low result. As such, congratulations you have your own underwater super caldera! It's that nice protected bay right over there! What do you mean, where in the bay? It IS the bay!

That said, you barely rolled low enough for a super caldera so it's as extinct as a super caldera can be in an active volcanic region. So it's not going to blow up unless someone pokes it with a really powerful stick, or spell, or explosion. What, you picked Titanic as the region's spell power, and one of the area's in the region is Auspicious? Errr... You'd better keep an eye on any nihilists and mad scientists/mages in that area or you might be in trouble...

Not really, you'd basically need to crit-fail your magic defence roll in order for that thing to be awoken by a spell, and they'd need to get very high up as well. As well as a lot of prep work and a bunch of other stuff. So don't worry, I can almost guarantee it won't be a problem. Unless it's the Age of Calamity, but that Age's shtick is region ending disasters, so it won't really be any different, just gives me something narratively for why your capitol region suddenly had everyone in it die and all the stuff destroyed.

So in summary, as long as you guys are careful with the Geomancy deep underground or on a massive scale, you've gotten a really nice region to start off.

Doing the resource rolls in the morning when I wake up, but with those results, I can almost guarantee one, more likely two mythical resources...
 
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Well, we're very very good with the magic so be nice supervolcano~

Mountainheart - A Mountainheart is easier to bring to the cause for unlike a Tree Father, if the wakening ceremonies go wrong, usually the most that happens is the being falls into a deeper sleep, though tales tell of a handful of times when something truly wrong happened and instead the entire mountain awoke, spewing ash and fire across the horizon. A Mountainheart on the battlefield is dangerous because it's magics allow it to manipulate the very ground itself. A cavalry charge seemingly doomed due to running across swampy terrain will find the land solidifying beneath their feet, their armour and weapons strengthened as the being imparts a fraction of a fraction of their strength into the material they are made of. And that is not including the harm the Heart of a Mountain personified can do with it's own physical might. Thankfully, they do suffer in offensive magics, though what few offensive magics the Mountainhearts have are no less devastating for how infrequent they are used. Your first warning of an enemy Mountainheart is often when a city is consumed as the very land it is built on, rises up and razes everything.

*Pets the Supervolcanoheart*
 
Obviously, our economy is going to be based around mining the volcanic lava, and using magic to carefully manage eruptions, or at least make sure the lava flows out so that a big eruption can't happen.
 
Economy's more abstract that that. I'm not at the stage of willingly managing an economy that complex. Go talk to Durin if you want that :p

Though, having the active Volcanoes does mean it's easier for you guys to craft a Forge Titan because Magma Forges and the like are basically a free advance of one skill level compared to the normal ones. Harder and more complex to make, but once you start hitting Master and Legendary skill levels, much less than trying to reach the next level.
 
Okay guys. I have done your resource rolls and have only one request for you guys.

Hand over the bastard that had Shadows bless my dice, and everyone lives. I'm not joking around here.

Seriously, a fifth of your Basic resource rolls were over 90 and about half were over 75. Of your Rare resource rolls, 4 out of 22 were below 50, and and 9 over 75, including a 100, and that was for the size of the deposit, and your Mythic Resource rolls? 'Starts crying and curls up in a corner'

'Whhhhyyyyyyyy????? Why must you do this to me????'

You've got 4. And they are relatively large deposits as well. Seriously, other than your magical resources, you guys got pretty damn lucky. That said, the fails and crit-fails did funnel into your magical resources, so you've got 2 Natural Mythics and 2 Mineral Mythics.
 
On your magic resources, Basic-wise, you got one massive, easily found, one mildly concealed massive, one easily found medium, one hidden minor small deposit, one very well hidden small, and then the resource that ate your only two crit fails. A roll of 2 for location and difficulty and a 3 for size/worth. Yeah, I don't think that one's going to be seen in game.

Rares, you have one concealed large, one almost hidden large and one almost hidden small. And then you didn't get a single mythic over the penalty for is it present, so I didn't roll for their size.

Contrast that with your natural and mineral rolls, where Basics were half massive, Rares were half large or massive, and Mythics were one barely hidden large, two reasonably hidden large and one extremely hidden small.

Basically, Basic resources were guaranteed to fill all slots, the question is whether they'd be found in time to be of any use for your civilisation. An example would be finding a small iron vein once you are an empire. Not exactly useful and is just dissolved in the 'regional growth'. Rares, well if they get over the penalty for being present (which all the rolls did), those would basically just add to your trade worth as 'yes, we have a local supply of this, but we'd like more' if they weren't large enough at that stage.

Mythics are always something that becomes available, if one by labelling it as 'Very Limited Adamantium' or 'Limited Adamantium' which basically means, yes if you roll a legendary or artefact item, they can be made of that material. With Very Limited restricted to Artefacts, and Limited, Legendary + Artefacts. It's only once you get a large enough deposit/source that I actually give you a value of '1' meaning you can actually spend that resource, as well as having it available for other stuff. An example would be once you reach Adamantium 1, you could upgrade say, the Royal Guard's armour or weapons, but only one, and only that unit type. Though that entire unit type gets upgraded. Think of it for each 'Unit' of a Mythic, you can by a single upgrade, or unlock high tier Elites or structures. With only Wonders, True Wonders and Heroic Units costing multiple Mythics to unlock, and even then they probably cost a single unit per a group. So you can't just give Heroic units to every army after you unlock them, you have to choose where they go.
 
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You know what I find funniest about this?

Your 'Capitol' Region is so absurdly rich in resources, that even without the regional traits and terrain affecting things, your neighbours would make conquering your region a priority.

As it is, with your terrain rolls, the massive River you have, and the Important Isthmus that's so easy to convert into a canal, with a protected harbour to anchor in? You are going to need all those resources to fund the army and equip it to hold off everyone else.

Especially as how the terrain rolls mean the terrain on one side of the isthmus is the volcanoes and the mountains they raised bordering along coast on that side, with the easiest path to the other side the canyon the river punched as it carved through one of the cracks in the mountains the explosion of the supercaldera caused. As a side note, the isthmus is actually one border of the protected bay, and it was formed by the crater wall of the supercaldera. On the other side of the mountains, and what the river passes through? Desert, desert and more desert, edging to floodplains and plains around the river. Think ancient Egypt and the Nile for ideas on what it looks like.

The actual isthmus itself and the other landmass is pretty much forest and jungle with the occasional swamp. Oh, and the rolls didn't like you guys having many islands, so you've only got a few, and most of them form the seaward edge of the caldera's rim.
 
The actual isthmus itself and the other landmass is pretty much forest and jungle with the occasional swamp. Oh, and the rolls didn't like you guys having many islands, so you've only got a few, and most of them form the seaward edge of the caldera's rim.
Are there enough for us to build some type of sea wall (the islands do form at trh edge of the important bits right?)
 
..Everyone starts at the same level right?

I'm sure we can just outgrow our enemies with our utterly bountiful resources.
 
Are there enough for us to build some type of sea wall (the islands do form at trh edge of the important bits right?)

More or less, though it's far enough apart that you either need late 19th century construction capabilities at least (or be Dutch) or very skilled Geomancers. For scale, look at Moreton Bay off Brisbane, Australia. Except more of an oval shape.

..Everyone starts at the same level right?

I'm sure we can just outgrow our enemies with our utterly bountiful resources.

Unless somebody have double military and plentiful raidable neighbours that are wealthy enough...

Yes, everyone starts at more or less the same level. The thing is, as you advance, I expand how far you can effect, at the Tribal and City level, you are stuck on the Regional map, once you take over the Region you become a City State, I reveal probably up to 4 Regions out, and you can start conquering your neighbouring Regions, they all aren't going to be at your level, but a few will be. Once you've taken over 4 or 5 regions total, that's when you finally become an Empire, and I bring out the Global map. Though you still won't see everything as whilst I'll generate the Global map at the start of the game, I'm going to fog over any areas you haven't explored yet. You can reveal more of the global map, and the outer two regions of the 'Nearby Regions' map by sending exploration expeditions, funding traders and the like.

If any of you guys have played Europa Universalis 3 or 4, you probably have a good idea of how that will play out more or less. You won't actually need to actually have an Explorer or Conquistador character to explore, though having an Explorer Leader helps speed things up, and there are other methods you have to expand your knowledge than either waiting for it to be revealed, or sending an expedition of troops.

Always thought that was more restricted than it could be, because I mean, one of the bigger methods the Europeans used was to fund a trad mission, and they go to the trade hub and create maps of the route along the way. But games... Meh, what can you do? :p
 
More or less, though it's far enough apart that you either need late 19th century construction capabilities at least (or be Dutch) or very skilled Geomancers. For scale, look at Moreton Bay off Brisbane, Australia. Except more of an oval shape.
Shouldn't it be easier for us since neither of our spieces need to breath?
 
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