Recent posts by ZigZagZombie on Kongregate

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Topic: Forum Games / War in Numbers(Stategy Game,Turn 1(Confirmation of Actions Needed!)

Originally posted by DrOctaganapus2:
Originally posted by ilovekirby12:
Originally posted by DrOctaganapus2:

So my 2 military units are building the Warren/Pole and one of them is taking the right tile, yes?

no, you have 6 units,

3 regular units that can build or claim tiles
3 military units that can attack or explore.

Your three military units are idle, while your regular/builder units are building

Oh. I see. Thanks

So knowing that you have your miilitary at your disposal, are you going ot keep them inside your settlement or explore?

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 1(Confirmation of Actions Needed!)

Helltank has opted out for several reasons, so his civilization has been removed from the game.
Do not worry the game will go quite quickly, it is just the first turn that is a bit longer, getting everything together.

I want you all to confirm what you are doing, to make sure everything is understood

Xenospores
Build Fume Shroom Garden
Build Fungal Cavern
Claim River Tile
Explore two tiles away, the river
Idle Units: None
Idle Military: Weather Earthstar(1), Death Cap(1), (Defending Settlement)

No Man’s Land
Build Slave Warren
Build Desolator Pole
Claim Right tile
Idle Units: None
Idle Military: Mutated Dog(1), Marauder(1), Titan(1)

Ornu Conglomerate
Claim Southwest Tile
Claim Northwest Tile
Claim East Tile
Idle Units: None
Idle Military: Elven Marskman(1), Troll Defender(1), Dryad Healer(1)

Krustal Ampir
Build Animating Crystal
Build Hivemind Conduit
Build Construction Appendage
Idle Units: None
Idle Military: Crystal Grunt(1), Crystal Shatterer(1), Crystal Burrower(1)

The Rooted
No confirmed actions.

Just to make sure everything is clear. CONFIRM with me that this is your actions. A lot of you have idle military, so I need to know that you decided to keep them inside your settlement, instead of just not knowing that you had a military to begin with.

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 1(Confirmation of Actions Needed!)

Originally posted by gammaflux:

Can multiple units build the same building to speed it up?

ie – 3 units build, building x (normally takes 5 turns) however because three are working on it, it’s built in 2 turns. (with one free unit who can start another project the next turn.)

Well I think I had in mind that each worker does 1 thing each. Although if it would be too late otherwise, I am all up for debate

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 1(Confirmation of Actions Needed!)

Originally posted by ilovekirby12:

(Just finished finals and I’m bored, also could you still place the character bios/backround in a google doc? Its cluttering up the thread)

What happens if a player is simply dragging the other players down? Seriously, it takes ~3 turns to get something done, and this great game would take forever to accomplish anything significant just if somebody halted it every now and then. And we all know long games tend to be abandoned before they finish.

Sorry, just my thoughts

If a player does not post anything after a while, I will either automate them or have them do nothing. And the game will speed up significantly, its just the start might be a bit slow. Especially since everybody is figuring things out.

And I will try and do that, the google doc.

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 1(Confirmation of Actions Needed!)

Originally posted by ilovekirby12:

Is there a difference between exploring and claiming territory?

Exploring: Discovering the map around you
Claiming territory: Expanding your territory. You have to claim tiles adjacent to territory you already own(your settlement) You can build on territory you claimed

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 1(Confirmation of Actions Needed!)

Originally posted by gammaflux (undefined):
Originally posted by ZigZagZombie (undefined):
Originally posted by gammaflux (undefined):

The Rooted – Stem:
We have finally arrived my people! Let us make haste and spread throughout this land like weeds. Take everything, all in the name of the Rooted. We will not be stepped on anymore! We will not be harassed and prodded by those bigger than us. We will become superior, because this land is rightfully ours. Now let’s go and show the world just how fast one can multiply.

Caterpillar Fleet – Explore the river to the northeast and seize the land.

Slimelings – Explore the forested area to the west and take everything it owns.

Last but not least Seed Spreaders – Explore the forested area to the southwest. Scatter your seeds like a hurricane and let us take control of this area.

Uh, just in case it was mistaken, there is a difference between Units and Military Units.

You start with 3 units and 3 military units. the 3 units are in your settlement and do the building/expansion
Your military can defend ,roam around and engage in battle.

Oh my bad. So are the other units just generic units with 1 hp with a really low attack then? Will exploring leave me open to wild animal attacks?

Yes. Normal Units are best kept inside the settlement, because they can actually make buildings, claim tiles and be converted to military, while your military units can only explore(and fight)

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 1(Confirmation of Actions Needed!)

Originally posted by gammaflux (undefined):

The Rooted – Stem:
We have finally arrived my people! Let us make haste and spread throughout this land like weeds. Take everything, all in the name of the Rooted. We will not be stepped on anymore! We will not be harassed and prodded by those bigger than us. We will become superior, because this land is rightfully ours. Now let’s go and show the world just how fast one can multiply.

Caterpillar Fleet – Explore the river to the northeast and seize the land.

Slimelings – Explore the forested area to the west and take everything it owns.

Last but not least Seed Spreaders – Explore the forested area to the southwest. Scatter your seeds like a hurricane and let us take control of this area.

Uh, just in case it was mistaken, there is a difference between Units and Military Units.

You start with 3 units and 3 military units. the 3 units are in your settlement and do the building/expansion
Your military can defend ,roam around and engage in battle.

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 1(Confirmation of Actions Needed!)

Originally posted by ilovekirby12 (undefined):
Originally posted by ZigZagZombie (undefined):
Originally posted by ilovekirby12 (undefined):

(Request: move character bios to google doc instead. Also, can a unit claim a territory, and then another unit immediately builds on it? How long does claiming take?) can buildings be built twice?

(Also, prepare for some fun conversation rp things I will have ready for next update)

Xenospores
Unit one and two build fume shroom garden and fungal cavern respectivly, unit 3 shall claim river tile.

Buildings are 1 only, unless specified. Instead of building it twice, you would unlock the higher tier versions.

Also, does the military just stay inside the settlement?

we start with free military units? then all 3 of them stay assuming they cant do anything

All they can do is explore, or they can stay to defend.

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 1(Confirmation of Actions Needed!)

Originally posted by DrOctaganapus2 (undefined):

Damn, really well done! You really did out-do yourself!

Initial Settlement shall be called “Unity”

No Man’s Land

Unit 1 builds Slave Warren
Unit 2 takes the piece of land directly to the right
Unit 3 builds Desolator Totem Pole

I think Slave Warren/DTP are buildings if I’m looking correctly.

Thank you!
And yes, they are buildings

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 1(Confirmation of Actions Needed!)

Originally posted by ilovekirby12 (undefined):

(Request: move character bios to google doc instead. Also, can a unit claim a territory, and then another unit immediately builds on it? How long does claiming take?) can buildings be built twice?

(Also, prepare for some fun conversation rp things I will have ready for next update)

Xenospores
Unit one and two build fume shroom garden and fungal cavern respectivly, unit 3 shall claim river tile.

Buildings are 1 only, unless specified. Instead of building it twice, you would unlock the higher tier versions.

Also, does the military just stay inside the settlement?

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 1(Confirmation of Actions Needed!)

Originally posted by ilovekirby12 (undefined):

Oh my golly how hard you’ve worked on this, kudos to you good sir.

I dont have time to formulate plans at the moment so I will simply ask for clarification on the fungal farm, does it produce units automatically or what

And my initial settlement will be called puffport


More questions sorry!

So usually it goes something like this right:
Unit claims territory
Territory can then be built on or converted into a tile
If territory is now a building, the unit remains inside of it to work the building, and a tile can be constructed underneath it.
If the territory is now a tile, it can be built on but another tile construction can not be done on it.

Is that correct? And can you build more than one building on a tile/territory? Can you cross river tiles?

A Fungal Farm will produce Units independently of your growth, so yes.

Clarification. There is a difference between BUILDINGS and TILE CONSTRUCTIONS.

Buildings do not take up place. They rest inside the settlement(inside Puffport).
Tile Constructions are built on tiles. They usually have a bigger effect than buildings, but require land to be built on.

Yes, you can cross river tiles.

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 1(Confirmation of Actions Needed!)

No Man’s Land
Although the desert right now is tiny, it will only take time for it to grow, even in such a moist, life filled area

Unity
Units: 3
Productivity: 0
Growth Rate: 1 GP/Turn
Next Unit in: 3 turns
Current Buildings: None

Buildings: Each can be built twice unless specified otherwise

Slave Warren: 2 turns, + 0.5 Growth,
These disgusting underground pits are the breeding grounds for most of the marauding brutes in the no man’s land.

Shrine of the Savior: 3 turns, + 0.5 Productivity (All)
This crude stone statue is dedicated to the leader of no man’s land, and inspires the people into working harder

Weponsmith Forge: 2 turns, + 0.5 Productivity (Military)
This forge is specialised in creating weaponry. Organized craft like this helps quality military be ready quicker.

Builder’s Shack: 2 turns, + 0.5 Productivity (Building)
This shack has hanging on its walls plenty of tools useful for constructing buildings. Near it is a storage cabin with building materials to accompany it

Builder’s Burrow: 2 turns, + 0.5 Productivity (Tile)
This burrow hosts many of the miners and other members of the no man’s land that were good at large scale construction. Organizing them in these burrows helps organize them and make large scale tile constructions easier to get started

Desolator Totem Pole: 3 turns, Border expansion takes 1 turn less (Can only be built once)
This totemic pole has been said to be able to conjure up land destroying tornadoes and other natural disasters to areas around it. It helps spread the No Man’s Land

Tribal Council: 3 turns, Unlocks Tier 2 Buildings or Tier 2 Tile Constructions, can be built twice, one for each_
This huge hut hosts the older and smarter members of No Man’s Land, who discuss how to best organize the brutish hordes

Ramshackle Barricade: 1 turn: Adds a defensive wall around the settlement and territory owned at the time, which counts as a unit during a siege. It has 5 Hit points and a defense of 1d6, and reduces all damage taken by 1. If the border is expanded, it takes 1 turn to extend the barricade around the new tile. Can’t be built twice (but can be rebuilt when the original one falls)
No one really knows if anyone actually designed this wall, which is composed of really anything the people found, but mostly uneven wooden boards

Tile Construction: Takes 3 Turns to Build

Barracks: Allows production of another military unit
These crude living quarters host some of the more brutish members of no Man’s Land, and a form of military education is given to make citizens capable of becoming adequate soldiers at a younger age

Gladiator’s Pit: Allows units to stay in there and gain EXP.
Any kind of threat is enslaved and thrown into these pits to help the military practice

Mine: Gives varying bonuses depending on what is mined. Lasts a couple turns, then can be rebuilt to go deeper into the ground.
These mines do not take into account the security of the worker, but the methods that put these workers at risk allows them to dig deeper and quicker, with only the occasional cave in or explosion that slows them down.

Tribal Village: Has a separate production of Units. Is not affected by the settlement’s Growth.
A collection of shacks and huts gathered together, which encourages growth compared to non organized, separate living quarters.

Military Units
Mutated Dog(5)

Dogs that were lost and ended up in No Mans Land had to be the best of the best to stay alive. What was once a dog has mutated; their very, very famished from being forced to scavenge anything, their teeth have become serrated so that they can hold food under the ridges should they not find anything, their senses have been heightened ten-fold to find prey and worst of all, they value the taste of fresh blood of anything over everything. They are all usually black, brown or in some cases, dark red.
HP: 2
Attack: Rabid Bite(1d4+1 Melee)
Prey on the Weak: Rabid Dogs deal +1 damage for every 25% hp missing from the enemy unit(s), adds up to 3 damage. (Because you cannot attack a unit who is missing 100% of his Hit points, Dr.Oct)

Marauder(10)

Marauders come in many shapes, sizes and races, but for the most part, their human. While each tribe dons a different color, the Leader/Savior has forced one universal rule; they are to don a black undershirt, black pants (typically sweats or shorts to combat the harsh elements) and a black bandanna that covers the mouth. They are just like your typical humans, but due to having to survive in the rough terrains, just like the dogs, they’re more notably skinnier yet muscular. They don weapons of all sorts, but for hunting purposes and a preference of distance fighting, Marauders will generally arm themselves with ranged weapons from Slingshots to Bolt-Action Rifles (worn by only the most elite/technologically advanced of the Marauders). They speak a universal language of clicks, grunts and war cries which are nearly un-decipherable by outsiders.
HP: 4
Attack: 1d4+1 Range 2
Bad Eyesight: Has -1 attack when attacking at max range
Homeland: Marauders have +1 on attack when fighting on No Mans Land territory
Cowardly: Has a 5% for every unit of more the enemy has that the Marauder does not attack and take instead a defensive stance, not dealing any damage but gaining +2 on his defense.

Titan (15):

Large, gargantuan, colossal, you can call them whatever you want; but they’re big. Ranging from 5 to (last recorded) 20 meters, these things are big, yet ironically are one of history’s greatest mysteries. The reason why lies in their body composition; the Titan’s chemical compositions are made up of unstable elements, causing them to quickly rot when they die as they release pheromones very attractive to the native Burrow-Spiders to eat. their built like an average human being with the exception of a lack of genitals, “flat” teeth and a nose. They walk around naked, just like dogs yet they only have hair on their heads, oddly enough. Their flesh, if that’s what you want to call their red, pasty tissue, is somewhat smooth, yet when angered is reported to turn sand-paper rough. They typically walk around with a weapon, usually either pieces of a destroyed hut or sometimes even boulders they find. They make no noises besides the monstrous thuds of their footsteps (this Desert is really big if you haven’t guessed) and the occasional moans they make when communicating or in pain. Rumor has it however they make maniacal, sadistic shrieks comparable to that of a banshee when they see fresh meat the No Man’s Land hasn’t spoiled.
HP: 13
Attack: Random Debris (1d4 Melee)
Painless: Mitigates 1 damage upon being attacked
Consume: If an enemy is 5 hit points below that of the Titan (current, not max), there is a possibility that, instead of performing an attack, the Titan will straight up eat the target enemy. The chance of the Titan consuming the unit is equal to 7% + 4% per hit point the Titan is missing (35% at 6 HP). Upon consuming, the Titan regains hit points equivalent to that of the enemy he consumed.
Temper Tantrum: Upon being trained, has a 5% chance of destroying a building inside the settlement on his way out.

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 1(Confirmation of Actions Needed!)

Xenospores
Moist Area Located. Landing sucessful. No immenent threats, but disturbances possibly nearby

Puffport
Units: 3
Productivity: +0
Growth Rate: 1 GP/Turn
Next Unit in: 3 turns
Current Buildings: None

Buildings:

Fungal Cavern: 3 turns, +1 Growth
This subterranean complex has the perfect conditions for rapid fungi and mold growth

Fume Shroom Garden: 5 turns, +1 Productivity(All)
The lives raised in this garden give off powerful gases that increase the energy. These fumes are produced, and then distributed through the evermassive web of hypae to all members of Xenospores

Poison Pit: 3 turns, +1 Productivity (Military)
The gases and liquids in these pits make a perfect breeding ground for dangerous spores, lichens and fungus, and allowing those kinds of creatures to be potent and ready for battle much sooner

Lichen Hive: 3 turns, +1 Productivity (Buildings)
This Hive of green biomass has learned how to brainwash and control ants and over insect, which they use to help with the construction of buildings

Fungal Deployment Unit: 3 turns, +1 Productivity (Tile)
This group of fungus has been carefully bred to be able to terraform by using a mix of volatile acids and absorbing qualities, aiding the workforce in tile improvements

Evermassive Webspinner Hive: 3 turns, Border expansion takes 1 turn less,
These spiders have been brainwashed using a special lichen, and now help make the web of the Mothershroom larger_

Cerebrate: 3 turns, Unlocks Tier 2 Buildings or Tier 2 Tile Constructions, two can be built, one for each
This large fungal creature has the appearance of a tumor, and is located near the core of the Mothershroom. It is actually a separate entity created from the same essence of the mothershroom, and is thus capable of sentient thought. It aids the Web of Hypae in organizing its citizens and settlements

Defensive Web: 2 turns: Adds a defensive wall around the settlement and territory owned at the time, which counts as a unit during a siege. It has 10 Hit points and a defense of 1d6+1, and reduces all damage taken by 1. If the border is expanded, it takes 1 turn to extend the hedge around the new tile.
The web is spun and organized very tightly around the edges to form a barrier, preventive outside forces from penetrating inside Xenospore settlements

Tile Construction: Takes 3 Turns to Build

Fungal Cloud: Allows production of another military unit
This nebulous, floating fungal hosts the genetic material necessary for the more violent members of Xenospore, so long as the web keeps feeding it. On demand, it can infest the tile it is on, raining spores over it which quickly grows into a military unit

Poisonous Pool: Allows units to stay in there and gain EXP.
_Similarly to the pit, large pools of gaseous and liquid poison are created for the fungus to bath in. Although harmless to them, by staying in it they become more violent and deadly

Mine: Gives varying bonuses depending on what is mined. Lasts a couple turns, then can be rebuilt to go deeper into the ground.
The web can expand to even underground, using its strong structure and placement it can make the ground around it collapse, opening up an entry for the walking fungus to dig out powerful minerals and crystals

Fungal Farm: Has a separate production of Units. Is not affected by the settlement’s Growth.
The entire landscape is changed into one huge garden, capable of hosting and growing all kinds of fungus, lichens and more

Military Units
Weather Earthstar (5 point unit)

Mobile mushroom the size of a small dog with a starlike cap. From the center, the earthstar can fire off a deadly beam of sunlight.
Hp: 2 (1 pt.)
Damage: Energy Beam (1d6-1 Ranged)
Specials:
First Strike – The first attack roll of this unit is always increased by 2 after rolling.
Giant Puffball: (10 point unit)

Large massive mushroom, resembling the real life puffball fungi, known for it’s round shape and large size.
Hp: 9
Damage: Pummel (1d4 Melee)
Specials:
Regeneration: This unit regenerates at the rate of 1 hp per turn, at the beginning of said turn.
Death Cap: (15 point unit)

An offwhite shroom with a menacing gaze. Resembles real life death cap.
Hp: 7
Damage: Death Spores(1d6+1 Melee)
Specials:
Poison Cloak: Everytime a unit attacks this unit with a physical attack, or the same unit is hit from an attack by the death cap, it rolls a (1-2) dice. If it rolls a two, it is afflicted with a poison that lasts five turns and deals one damage per turn. Upon
Power Spores: The ally targeted (even itself) will receive a +2 modifier on their next attack roll.

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 1(Confirmation of Actions Needed!)

Khrustal’ Ampir
The landing was successful, the impact of the meteorite just about destroyed a river and what was surrounding it.

Sham
Units: 3
Productivity: +0
Growth Rate: 1 GP/Turn
Next Unit in: 3 turns
Current Buildings: None
Buildings:

Animating Crystal: 3 turns, +1 Growth
The Aura that emanates from this large shard brings life to the previously lifeless crystals,, who then join the forces of the Ampir

Energy Crystal: 5 turns, +1 Productivity(All)
Placed around the workforce, these pylons energize the citizens into higher productivity

Military Conduit: 3 turns, +1 Productivity (Military)
The aura of this conduit transforms the normally peaceful citizens into aggressive soldiers, when the time is needed

Construction Apendages: 3 turns, +1 Productivity(Building)
Created by the hivemind, these crystal apendages specialise in construction

Crystal Spider Hive: 3 turns, +1 Productivity (Tile)
This hive produces large crystal skeletons, who aid the workforce in large scale landscape construction

Hivemind Conduit: 3 turns, Border expansion takes 1 turn less,
This large conduit allows the Hivemind’s signal to reach further and stronger, allowing the Ampir to expand quicker without any moments of signal interference or distance issues

Hive Mind Brain Crystal: 3 turns, Unlocks Tier 2 Buildings or Tier 2 Tile Constructions. Two can be built, one of each
Enhances the mental capacity of the hivemind, allowing for more complicated thought and designs

Crystal Palisade: 2 turns: Adds a defensive wall around the settlement and territory owned at the time, which counts as a unit during a siege. It has 10 Hit points and a defense of 1d6+1, and reduces all damage taken by 1. If the border is expanded, it takes 1 turn to extend the hedge around the new tile.
Hardened Mineral with the only goal to protect the hivemind, has been expanded to protect the entire settlement out of practicality

Tile Construction: Takes 3 Turns to Build

Military Crater: Allows production of another military unit
This stalagmite filled pit is the perfect environment for turning the peaceful crystal beings into hostile killers

Signal Enhancer: Allows units to stay in there and gain EXP.
Staying around this conduit like crystal increased the link of the unit with the hivemind, allowing for faster reception of orders and overall reflexes

Mine: Gives varying bonuses depending on what is mined. Lasts a couple turns, then can be rebuilt to go deeper into the ground.
Being mineral based lifeforms, the Ampir is ver yinterested in the minerals beneath the planet’s surface, and extra care is taken not to damage any important mineral in the initial excavation

Miniature Hivemind: Has a separate production of Units. Is not affected by the settlement’s Growth.
This entity functions similarly to the hivemind, and can create new crystal beings on its own, but does not have the independance of the Main Hivemind

Military Units
Crystal Grunt(5 Cost):

The most common Khrustal militrary creature, this being simply attacks other creatures if commanded to with a simple attack, although they’re more sturdy than anything. They tend to take shape of a small crystal torso with small and chubby limbs
HP: 5
Attack: Punt (1d4 melee)

Crystal Shatterer(10 Cost):

_ This weak creature will explode at the minor exaltation, dealing high amounts of damage to the enemy. They take shape of a small ball, but they have the tendency to lunge towards the nearest enemy creature, destroying themselves in the process._
This weak creature will explode at the minor exaltation, dealing high amounts of damage to the enemy. They take shape of a small ball, but they have the tendency to lunge towards the nearest enemy creature, destroying themselves in the process.
HP: 5
Explode: Upon becoming adjacent to an enemy(or dying) the Crystal Shatterer will explode, dealing damage equal to 1d6 + Crystal Shatter’s remaining HP (So max 1d6+5) to adjacent units(Crystal units are immune). The Crystal Shatterer does not survive the explosion.

Crystal Burrower(15 Cost):

A strong creature that balances out attack and defence to make a sturdy fighter. These are quite some rare sights, and they take the shape of scorpions. They are also capable of building tunnels, allowing movement from one place to another.
HP: 7
Attack: Tunneling Claws (1d6+2 Melee)
Tunneler: Crystal Burrowers can spend a turn on a tile to create an underground tunnel, allowing units to travel beneath the ground. While tunneling, the Crystal Burrower and his squad can only move 1 tile/turn, unless there are 2 Crystal Burrowers in the same squad.

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 1(Confirmation of Actions Needed!)

The Ornu Conglomerate
The area seems lush with greenery and life, perfect for the Conglomerate. The surrounding area sounds pretty tranquil, as well

Drywood Forest
Units: 3
Productivity: +0
Growth Rate: 1 GP/Turn
Next Unit in: 3 turns
Current Buildings: None

Buildings:

Tree of Life: 3 turns, 1 Growth
It is part of the druid rituals to be blessed by this living tree, who grants them a blessing of fertility.

Ornu Council: 5 turns, 1 Productivity(All)
This group of druids meet regularly to discuss important issues and how to deal with them, an important part of keeping the conglomerate organized and efficient

Tree of War: 3 turns, 1 Productivity (Military)
This ancient living tree serves as a military general, and helps motivate the peaceful druids into military action, when it is called for

Ancient Garden: 3 turns, 1 Productivity (Buildings)
This special garden caters to the large trees that serve multiple purposes in the life of the conglomerate

Conduit of Animal Friendship: 3 turns, Border expansion takes 1 turn less,
This magical conduit leads nearby animals to the conglomerate. These new found allies then aid the druids in claiming land in the name of nature

Tree of Knowledge: 3 turns, Unlocks Tier 2 Buildings.
This Ancient Living Tree acts as a consultant for the Ornu, offering his knowledge on how best to manage the settlement

Sea of Trees: 2 turns: Adds a defensive wall around the settlement and territory owned at the time, which counts as a unit during a siege. It has 10 Hit points and a defense of 1d6+1, and reduces all damage taken by 1. If the border is expanded, it takes 1 turn to extend the hedge around the new tile.
No one can defend nature better than nature itself

Military Units

Elf Marksman(5 Cost Unit)

Trained marksmen that are devoted to the cause of the Ornu Conglomerate.
HP: 3
Attack: Elven Bow(1d4 Range 1)

Troll Defender (10 Cost Unit)

These large trolls give their all to follow the orders of the Arch-druid and defend their allies.
HP: 8
Attack: Club Smack (1d4+1 Melee)

Dryad Healer (15 Cost Unit)

These Dryads spend most of their time caring for trees and plants nearby. They also spend time caring for other living creatures but they prefer plants.
HP: 11
Attack: Wooden Staff (1d4 Melee)
Natural Aid (Aura): Provides Additional +1 Health and +1 Damage to all other allies on the same tile.

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 1(Confirmation of Actions Needed!)

Turn 1
As you arrive, you notice that the continent is like one very large archipelago, and the settlement is installed on a quite large island
You all start with 1 settlement(the triangle) and 1 unit of each point distribution.
Things to do:
-Buildings
-Create Military Units
-Claim Tiles
-Travel with Military Units
-Research: You can assign a unit to research a particular field, right now there are 2 options and each takes 3 turns.
Military: Unlocks 20 point-units
Expansion: Unlocks the Settler Unit
-Prototype a Unit, Building/Tile Etc. You can propose something to me. This will occupy a Unit, and take two turns more than it would normally take(since it is a prototype) during which we look over balance or conceptual issues.
-Etc

REMEMBER YOU ALL START WITH ONE OF EACH MILITARY UNIT OF YOURS

The Rooted
Installed between forests, mountains and rivers, this looks like an ideal place for a settlement, although one can hear noise nearby. Perhaps some exploration is in order?

Initial Settlement 1(Name Needed)
Units: 3
Productivity: +0
Growth Rate: 1 GP/Turn
Next Unit in: 2 turns.
Current Buildings: None
Buildings:

Splitting Chamber: 3 turns, +1 Growth
The chambers are designed to facilitate and encourage mitosis, thus allowing a larger population to grow in a shorter amount of time

Adrenaline Tree: 5 turns, +1 Productivity
The syrup produced by this tree is harvested and given to the local population, allowing for a much quicker and efficient workforce

Swarm Pit: 3 turns, +1 Productivity when making swarm units.
In these pits endless quantities of slimes, insects and more are thrown in to force quicker swarm formation

Builder’s Treant: 3 turns, +1 Productivity when making buildings, can only apply to one building production at a time. Multiple can be built, but only 1 can be used per construction.
This large, living tree is specialised in hut building, pit digging, and complements the main workforce in building construction

Industrial Treant: 3 turns, +1 Productivity when making tile constructions, can only apply to one tile production at a time. Multiple can be built, but only 1 can be used per construction. Counts as being in the tile during construction and puts it at risk, the same as a unit.
This Colossal Treant is far too large for the more delicate tasks of the Builder’s Treant, but perfect for tile construction

Wasp Nest: 3 turns, Border expansion takes 1 turn less, can only apply to one tile claiming job at a time. Multiple can be built, but only 1 can be used per job. Counts as being in the tile during the action of border expansion and puts it at risk, the same as a unit.
These territorial insects are bred in huge nests and are used to help claim land by swarming it with these hostile swarms chasing away any other life form that might have previously lived there with painful stings are intimidation by numbers.

Builder’s Hut: 3 turns, Unlocks Tier 2 Buildings.
A small shack where the more intelligent members of the Rooted build plans and schematics

Industrial Hut: 3 turns, Unlocks Tier 2 Tile Constructions
A small shack where the more intelligent members of the Rooted discuss over what best to do with their land

Hedges: 2 turns: Adds a defensive wall around the settlement and territory owned at the time, which counts as a unit during a siege. It has 5 Hit point and a defense of 1d6, and reduces all damage taken by 1. If the border is expanded, it takes 1 turn to extend the hedge around the new tile.
Seeds are placed around the border and grow with an astonishing rate, forming a tall hedge around the colony

Tile Construction: Takes 3 Turns to Build

Sorting Tree: Allows production of another military unit
This large, intelligent tree is capable of sorting through millions of insects, slimes and plants by their type, strengths and weaknesses, to quickly make an efficient military force

Natural Selection Pit: Allows units to stay in there and gain EXP.
Swarms of huge quantities are thrown in, killing off the weaker members and replacing them, making a stronger military

Mining Tree: Gives varying bonuses depending on what is mined. Lasts a couple turns, then can be rebuilt to go deeper into the ground.
Instead of excavating the ground, an immense tree is planted on site .Its roots dig into even the hardest of metals and minerals, absorbing their nutrients and power.

Fertile Field: Has a separate production of Units. Is not affected by the settlement’s Growth.
The lands are given the utmost care. This allows all forms of life to sprawl in the area.

Military Units
Caterpillar Fleet(5 Cost Unit)

A large swarm of caterpillars that have gained a poisonous body. Touching a large amount of them may be fatal. They are considered the militia, of the rooted faction, defending colonies from invaders, as well as being front line units to weaken and cripple the enemy for the stronger units.
HP: 3
Attack: Swarm Slam(1d4 melee)
Poison: Upon performing a sucessful attack, deals 1 extra damage.
Swarm: This unit counts as a swarm, taking advantage of the mixed line bonus but taking 1 additional damage from multi-target sources.

Slimelings(10 Cost Unit)

_ A bunch of small green slimes that fuse together when hunting. They are the grunts of the Rooted faction._
HP: 5
Attack: Pummel(1d8-1 melee)
Single Bodied Swarm: This unit gains the bonus from swarm without the drawbacks.
Engulf: When adjacent to a dead enemy, the Slimelings will engulf the minion, gaining a temporary 1 hit point(stacks) and 1 attack(does not stack) until the end of combat.
Seed Spreaders(15 Cost Unit)

_ A bunch of small green slimes that fuse together when hunting. They are the grunts of the Rooted faction._
HP: 7
Attack: Seed Barrage (1d4+2 Range 1)
Seed layers:The Seed Spreaders heal 1 hit point at the beginning of each round of combat.
Fruit Zone: Produces a powerful fruit every 3 turns that can be used to aid other units in combat.
Swarm: This unit counts as a swarm, taking advantage of the mixed line bonus but taking 1 additional damage from multi-target sources.

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 1(Confirmation of Actions Needed!)

Frequently Asked Questions

Q: What is the difference between buildings and tiles constructions?
A:Buildings do not take up place. They rest inside the settlement.
Tile Constructions are built on tiles. They usually have a bigger effect than buildings, but require land to be built on.

Q: Can you cross a river tile.
A: Yes

Q: Do we start with any military?
A: Yes, one of each point cost(5/10/15)

Player Rules
Be Respectul
Try and Avoid Metagaming(If even possible in this kind of game)
Post your answers and questions in this thread, unless it is something that absolutely can’t be seen by all(secret ambush attack) in which case send me a message.
Do not be shy, and ask questions whenever. There are no stupid questions.
Nothing is set in stone. If you find something unbalanced, be open to discuss it, be respectful, and ask for input from me and other players.
If you have an idea, do not be shy to ask.

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 1(Confirmation of Actions Needed!)

War in Numbers

Great leaders, armies and factions have been at war with each other for ages over everything and anything, from land ownership to resources, quarrels between leaders or opposing goals and ideals. So of course it was very natural that, upon discovering a new continent, boats, airships, teleportation pads and more were sent in large numbers, and it would not take long before the eternal conflict would break out in the new lands to conquer.

How the game works
The goal of the game, however you want it, is to establish a dominant, uncontested position on the new continent.
What is a dominant, uncontested position?
Dominant: most important, powerful, or influential.
So as a Civilization, you need to have a certain power. Easiest one is military, but other forms of power can be discussed and of course, ideas over what constitutes power can be discussed with me
Uncontested: to not be contested, without struggle for victory or superiority.
So not only does the civilization needs to exert power, but it needs to do so such that no one will oppose them. Whether this can be done by peace or conflict is up to the player, and alternate or wacky methods can always be discussed with me in PM
Rules, and Things to know

Base Management
The first portion of the game consists of base management. As previously mentioned, every player begins with one settlement. Settlements are a very important part of the game, because they are the source of control, power and military production for your civilization.
Stats for a Settlement
Units: The most important of all, units could be considered citizens or workers. Every settlement starts with 3 and they have many functions.
1-Border Expansion: Initially, your settlement (and thus the territory you own) is only 1 tile. You can assign a unit to claim a tile adjacent to territory you already own. Once the territory is yours, the Unit returns idle until further orders.
2-Tile Construction: Once a tile is yours, you can then build on it. Similarly to border expansion, a unit can be ordered to build on a tile, and after several turns of construction, will return idle.
3-Military Production: You can convert the standard Unit into a Military Unit, capable of roaming the map and fighting. This takes a few turns, and a settlement can initially only convert 1 unit at a single time.
4- Building Production: Exactly like Tile Construction, but the Unit stays inside the settlement: Buildings do not take up tiles.
A settlement gains a Unit every couple of turns, depending on its Growth. Actions that require the unit to step out of the settlement (Border Expansion and Tile Construction) put the Unit at risk. An enemy unit walking on the same tile has a chance of killing or capturing your hard-working Unit.
Growth: The capacity for a settlement to grow and expand. Settlements start with growth production of 1, and can be raised with buildings and tile constructions. Whenever a settlement has a certain quantity of growth or growth points (GP), these are consumed and a Unit is created. How much it costs to make a Unit is somewhat proportional to how many units are already in the settlement. Thus, losing a Unit (like converting it into a military unit) lowers the GP requirement for the next settlement.
Productivity: The ability of your settlement to be productive. Productive civilizations train a larger military faster, claim more tiles and construct buildings faster. For every 1 point of Productivity, the quantity of turns it takes to perform the previously mentioned actions is lowered by the same amount. Many factors, such as buildings and tile production, raise productivity, although many of them only work for specific purposes (ex: +3 in productivity when training military units).

The Map
Green: Plains, nothing too special about it.
Dark Green: Forest. Very much like the plain, except that it blocks vision. To be able to see past it, one must be inside.
Blue: Water (If it wasn’t obvious enough), normal units cannot traverse through water (logically)
Blue Line over Green: River. Nothing too particular about it, they lead to another source of water, such as lakes or the ocean
Gray: Mountains. Non-traversable terrain, it also blocks vision, like forests. The only thing that can be done on mountains is the tile construction of mines, and mountains make the best site for mines.
Grey tile with red circle: A volcano. Starts out inactive, and has a small chance of becoming active. Once it becomes active, has a small chance of erupting (with various effects) and then becomes inactive again

Allies and Enemies
Initially, no one is aware of the existence (at least, on the new map) of the other players.
To be able to declare allies and enemies requires acknowledgement of existence.
When two civilizations meet each other, the maps will be joined for simplicity sake
Attacking an enemy unit is a declaration of war.
Discussions between leaders can be done on this thread, with a abysmal amount of roleplay(completely optional)
You do not need to kill every other faction to win, refer to above statement

Other Rules
The settlements have a sight radius of two tiles, and the rest must be explored by the military.
Military squads can move at a pace of 2 tiles per turn.
Try to be clear when indicating where you go, and use stuff such as upper left, lower right, etc or whatever other means to make it crystal clear where a unit is going. If there is an unseen obstacle in the way, the unit will stop and end its turn early. To prevent this, you can also offer alternate routes or more general directions.
You all start with one unit of each (5 cost, 10 cost and 15 cost)
To convert a unit into a military unit, it takes a number of rounds equal to 1/5 of its point cost + 1 – the settlement’s productivity. So a 5 point unit is 2 turns, a 10 point unit is 3 and a 15 point unit
Each Unit in a settlement can perform an action.
Border expansion takes 3 turns for tiles adjacent to the settlement and an additional 2 turns per distance between it and the settlement. Productivity can reduce the amount it takes to a minimum of 3 turns.
When moving around military units, please specify the order in which they are, who is in front, who is in back, etc. Remember this is line based combat. There is a limit of 10 units per tile.
Tile constructions can be damaged. A military group can decide to spend a turn attacking a tile construction. They have 50 hit points, a defense of 1d8 and a resistance to damage of 2.
How Attacking a City works: Initially, settlements have no form of defense, so military units need to be on the tile or an enemy could just waltz in. If an enemy is to enter the tile of a settlement, that becomes occupied by the enemy, to which they can decide to convert the city, raze it, etc. More will be elaborated when attacking a city becomes relevant

 
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Topic: Forum Games / War in Numbers(Stategy Game,Turn 1(Confirmation of Actions Needed!)

Sign Up Thread and Additionnal Information right here.

 
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Topic: Forum Games / War in Numbers(Sign Up & Approval Megapost Online)

Originally posted by ilovekirby12 (undefined):

Earthstar, scorpion, and caterpillars are my favorite, each one of them looks like some kind of unique logo or badge, which is pretty nice :)

If you are drawing a logo for each character we would unlock, wow that would be pretty awesome :D

I am. And stay online, the game is ETA 1 hour !

 
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Topic: Forum Games / War in Numbers(Sign Up & Approval Megapost Online)

Alright, I can officially announce the game will be online either tonight or tommorow! I have been hard at work, and I can’t wait, so here is a sneak peek of what I have been working on

Here are your beloved minions, ready to fight it out(All done in a minimalist style, which I find both appropriate for the game and something I felt like exploring)

 
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Topic: Forum Games / War in Numbers(Sign Up & Approval Megapost Online)

Originally posted by DrOctaganapus2:

Also, If you guys could give me a color for your nation

A light shade of tan-brown, but a slightly (or significantly) darker shade of brown to indicate if a piece of land is No Mans Land/Desert-y.

…players joining in during the game at any time

Depends on what happens to the land players who leave had.

…making a reserve list for a possible follow up?

Follow up? Like a second game?

1- Alright

2- Huh? I meant more along the lines of addition, like: A new civilization has joined the battle

3- Yeah sure, like Island #2 or Round 2

 
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Topic: Forum Games / War in Numbers(Sign Up & Approval Megapost Online)

(Was going to post something, but error, so I am just going to say that I am furiously at work!)

And am willing to answer any questions

Also, If you guys could give me a color for your nation(one or two, be specific if possible)

Annd, what do you guys think about players joining in during the game at any time vs making a reserve list for a possible follow up?

 
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Topic: Forum Games / War in Numbers(Sign Up & Approval Megapost Online)

Originally posted by Behemoth542:

There was another thing I added on my sign-up list, but I guess that is was removed due to it being too powerful. It was a passive power for buildings (Reffering to tile-construction) to retiliate against physical melee damage. If it’s impossible to add, just discard.
Other than that, it’s fine.

EDIT: Also, the arrival site was a crater near the mountains. I don’t know if it matters, just pointing out.

Will take both into account, sorry my bad for overlooking it

 
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Topic: Forum Games / War in Numbers(Sign Up & Approval Megapost Online)

Finally, Christian has opted out, time constraints.

Still waiting on confirmations!