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 .
That actually sounds like a pretty great way to avoid the typical Dynasty Quest power spiral, though with less screen time, people get less attached to characters as a tradeoff(on the other hand, since we're running golems and spirits, technically immortal applies?)
 
Explanation on Racial Life Expectencies
It's not quite Immortality, but individuals do live for a few thousand years before they start to rapidly deteriorate.

Okay, Average Major Race Lifespans:

Human: 35-60 Years, +40-60 Due to Assistance
Dwarf: 250-350 Years, +300-700 Years Due to Assistance
Elf: 1500-2500 Years, +2000-3000 Years Due to Assistance
Drow: 1500-2500 Years, +2000-3000 Years Due to Assistance
Orc: 25-50 Years, +20-40 Years Due to Assistance
Dhamphir: 125-200 Years, +425-650 Years Due to Assistance
Draconian: 200-250 Years, +200-250 Years Due to Assistance
Beastman: 25-50 Years, +20-40 Years Due to Assistance
Naga: 125-200 Years, +125-200 Years Due to Assistance
Angel: 800-1200 Years, +1200-1800 Years Due to Assistance
Demon: 300-900 Years, +1700-2100 Years Due to Assistance
Spirit: 3000-4000 Years, +1000-2000 Years Due to Assistance
Construct: 3000-4000 Years, +1000-2000 Years Due to Assistance

What I mean by +Due to Assistance is basically, the first value is the normal life expectancy culturally if they had only 'Tribal Lore' to help staying alive... And 'Tribal Lore' spells are big things not normally used for something as simple as healing to extend life. Healing up the warriors after a major battle? Yes, Healing the Chief? Yes, healing the adults of the village of life's wear and tear? Not usually unless something drastic happens.

Beastmen and Orcs get the least luck with things... However, if some changes happen to their culture then their average lifespan basically change to Human life expectancies. The reason they are so low is they are more... aggressive culturally to start with, so more likely to be injured to such an extent that major healing is needed, which isn't usually provided in most cases.

Demons and Angels share the same life expectancy, it's just Demons have a more militant initial culture, and whilst they can live as long as the Angels, they only reach that once their medical and magical knowledge becomes good enough to counteract the conflict.

Some races benefit much more from assistance than others, proportionately and that is because their bodies are already very good at fighting off age, it's just they also have to deal with a lot of other things, so once those problems are reduced, they live longer naturally, which means the assistance means they live even longer...

And then you have the Spirits and Constructs. They benefit the least from Assistance due to one simple reason. They are already extremely good at living a long life, and the only reason they don't live the full expanse of their years naturally is because 'Life Happens' and prevents them from doing so, which Assistance counteracts.

Of course, 'Assistance' only refers to standard methods of assistance. Such as Basic and Rare resources and medical spells and knowledge that isn't 'Divinely Inspired'... This means if you get a Wonder, a Unique Technology, a Divine Inspiration, or a Mythical Resource that extends lifespan, you can go above those caps as well for instance. And they are more soft caps than hard caps to begin with, though it's closer to a hard cap for some races than others. And that's not to say there aren't outliers anyway...

For example, some Dwarves just won't die due to old age because they are too damn stubborn to let age affect them. It's in part because Dwarves are actually from a mixing between True Spirits, particularly those True Spirits dealing with the Stone and Earth, and mortal races... So sometimes they get more in touch with that ancestral remnant and gain some benefits... As well as a few penalties... I mean, they aren't dying because they are too damn stubborn about something to let Death claim them... did you think that wouldn't cause a few problems? Mostly individual scale admittedly, but if one pops up as a Heroic Unit or a Leader, you'll learn more then.

Same with the Elves and Drow and a few getting closer to their ancestral Fey blood... With means they live longer... but well, it means they are getting more in touch with their Fey side... And both Seelie and Unseelie Fey have... hazards shall we say associated with them...

In short, all races have the outliers, but how they outlier works, and why is heavily based on how the race came to be... Which means the Dhampir get in touch with their Vampiric side and the Draconians their ancestral Dragon...

And then you have the races like Humanity, Orcs and Beastmen... Who don't have an ancestry of long life... Those are usually more 'Storied History' than 'Ancestral History'... A Demigod, A potion of Immortality, ascending beyond Mortality, a True Hero, becoming in touch with a spirit or spirit animal, and sharing their life and body with them, in exchange for rewards and benefits... You guys get the idea... They don't become longer lived due to who their ancestors were, they become longer lived because of who they are, or what they did...
 
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Yeah, pretty much. By the time you get a good 'Iron Age' civilisation up and running you might just be losing your current leadership. You'll definitely have reached the 'Bronze Age'...

Hmm... to tie in with that, probably going to do 100 Year Strategic Turns... at least until you progress from 'town' to 'city'... Because initial progress is sloooooow until you hit that critical mass.
 
Huh, was just thinking about this... I think the best description of the state of this quest is 'Mostly Dead'.

I've come to realise that I REALLY need to finish writing up the mechanics rather than working them out as I go, but once that's done I can either restart or continue. Depending upon the voters decision.

As for when that will be... Sad to say, but all my mystical orb of answers is saying is 'Answer Hazy, Ask Again Later'.

Do like the setting and all that, it's just getting the muse active again, and work my way through the boredom of balancing mechanics and fleshing them out.

The ideas are there, it's just that the willpower isn't right now.
 
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Huh, was just thinking about this... I think the best description of the state of this quest is 'Mostly Dead'.

I've come to realise that I REALLY need to finish writing up the mechanics rather than working them out as I go, but once that's done I can either restart or continue. Depending upon the voters decision.

As for when that will be... Sad to say, but all my mystical orb of answers is saying is 'Answer Hazy, Ask Again Later'.

Do like the setting and all that, it's just getting the muse active again, and work my way through the boredom of balancing mechanics and fleshing them out.

The ideas are there, it's just that the willpower isn't right now.
If you want you can PM me with what mechanics you currently have worked out so I can help you try to slog through it.
I give no guarantees that they won't be broken/have exploits but I could get them into a semblance of working
If not I think I will ask the hiatus or dead question again in 2/3 months time.
 
Problem is, the mechanics are in my head, not written them down, and it's the willpower to write them down that's lacking, because I know that when I write them down I'll see all these errors which mean I'll need to poke them and see if I can fix them, and then there's the holes and unbalanced its and...

Well, it's basically a case of if I start writing down the mechanics I'll actually end up writing up the actual mechanics, and I just can't get myself to put that effort into it... That having been said, if you do decide to remind me in 2-3 months time as nothing's happened, send me a PM, it's both less annoying to others, though not against the rules, and may be just the thing to get me to start sending you bits and pieces of the rules which will eventually accumulate.

It's a sad thing when you have all the previous history fleshed out, and are all ready to start the quest, then actually look at the mechanics of the game as you write up the first turn and, having lost it due to the draft not staying saved on SV, thinking back over it and going "Oh god, why on earth did I think those mechanics worked?"

They had a lot of similarity to a Rube Goldberg machine except I couldn't guarantee that they'd work, be good, balanced or consistent if they did... Well, you get the picture.
 
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