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Gridhood S5! Sign up now!
12-01-2013, 05:01 PM
Introduction
As it turned out, I have gone ahead and pretty much created a complete system for a Gridhood game, so I figured I might as well actually host a game of gridhood. This 9x9 grid represents the game world, which begins as an empty canvas. For your civilization to flourish you must provide for your people in an efficient manner while making sure to please the gods with adequate prayers so that they will upgrade tiles for you. Oh, and none of the gods are NPC's and they need to compete with eachother for mortal worship to gain power. So things should get interesting. And to make sure you aren't too peaceful I put some powerful bonus tiles squarely between the civilizations starting points.
Civilization Rules
Each citizen that you have can take one action each turn. Usually these actions will be to work a tile or pray to a god, although other actions will be made available over the course of the game. At the beginning of each turn you will lose an amount of food based on the civilians which you have. If you cannot afford to feed all of your citizens, they will simply die. When you state what action your citizens are taking, you must include its co-ordinates as well as which action you want to take on the tile if there is more than one. Also, you must post your actions for the turn in your Civilization Color to make it easier to notice. Look at the below spoiler to see some examples of acceptable actions and unacceptable actions.
Sooner or later, you will want to upgrade citizens into different citizen types or complete a project to make buildings or tools. To do so, simply declare that you wish to do those actions in your post. In the event that a citizen is required for a project or class change, that citizen will not be able to take a different action on that turn.
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Spoiler
Acceptable Action
2 Citizens pray to #Godname on A1
2 Citizens farm on A1
2 Citizens mine on A2
Unacceptable Action
2 Citizens pray to #Godname
2 Citizens farm on A1
2 Citizens mine on A2
Unacceptable Action
2 Citizens pray to #Godname on A1
2 Citizens farm on A1
2 Citizens mine on A2
You should be able to understand what is wrong with the unacceptable actions.
God Rules
Gods require acts to alter the world. Each turn all god players will get 5 acts, plus whatever acts they gained from mortal worship. A god can add "properties" to a tile, allowing mortals to work on it. Gods also have the option of adding hazards to tiles to make them dangerous for mortals. Properties can be added to a tile even if it already has properties, although doing this may replace pre-existing properties. A tile cannot be removed outright. Furthermore a God cannot create buildings; Civilizations need to construct those on their own.
With at least 5 acts, a god can create a new tile along with a single property.
With at least 3 acts, a god can add a new property to a pre-existing tile.
More acts generally means greater effects.
Other actions a god can take may be made available over the course of the game, but tile modification will always be their primary purpose. When a god wants to take an action, they must post their action in bolt text, specify the co-ordinates of the tile they want to modify and state how many acts they are using. Here is an example of some valid actions and some invalid actions.
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Spoiler
Valid actions
#Godname creates a mountain on tile A3 (-5 acts)
#Godname adds trees to tile A3 (-3 acts)
Invalid actions
#Godname creates a mountain on tile A3 (-3 acts)
Answers to questions that have been asked
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Spoiler
How far can a citizen move in a turn? Is moving an action?
A citizen can work on any tile that is in or within one tile of their territory, or possibly within an allies territory in times of peace. Moving does not count as an action.
Is there any reason for a citizen to ever return to the city? Do citizens have to pack food for a journey, or is it just assumed they can keep drawing off the city's resource pool for simplicity's sake?
The second one. Resources are considered to be empire wide.
The different citizen types, did you have a set few in mind or can we make them anything from soothesayers to mutant slime creatures?
You would need to pick citizen types from a limited set of options, but you would be able to unlock new professions depending on the surrounding tiles that were made by the gods. This is to avoid players having like 20 different kinds of people and never re-using the same class as I need to keep track of that. Of particular note is the 'scientist' profession which will unlock projects based on the purpose and condition of the tile they use their special ability in.
Do you have certain buildings and tools in mind, or is it free form? Anything from a temple to a bomb shelter? Same question for tools, are they set? Are animals like horses or oxen tools?
Tools and buildings can be unlocked made via 'projects'. Once you unlock a tool via a project your civilization is assumed to always have access to that tool, however any given citizen can only use a limited amount of tools at a given time (which would usually be 1). Buildings can be made as permanent structures on tiles which typically grant bonuses to whoever works it. Animals would basically be treated as a special civilian class for all intent and purposes.
How do you get more citizens?
New citizens are gained at the start of each turn. You would need to have enough housing to support the citizens in order to get more.
Do tiles exist before a god improves them? Can they be moved over or onto?
Tiles do NOT exist before a god improves them, and cannot be moved onto or over.
Conflict/War between civilizations, how does it work? How does one gain an advantage over another citizen?
Conflict pretty much works just by choosing to attack other civilizations. When at war, you should send in your actions via pm to prevent edit wars. There are all manner of potential tactics you can use, some of the ones that immediately come to mind would be like cutting off your opponents high-yield food tiles, building military structures on the forefront of your civilization, working in tandem with the gods or just plain overpowering them with brute force.
What is a civilization's special ability? Is it making certain actions easier or could it be magically smiting any square on the map with DARK AND TWISTED SHADOW MAJYCKX/magic?
A civilizations special ability would typically be something like a minor bonus to certain actions or protection against certain environmental hazards. Nothing too crazy, I'll balance it all before the game begins.
oh wait... yeah also just to add on how much did you change from the last game?
A lot has been changed since the last game, but the principle remains the same.
Signup Sheets
If you want to play, fill out the Civilization signup sheet or the God signup sheet. We need 4 civilization players in order to start, but ideally we should also have at least one backup player in case one of our civ players fails to post for an extended period of time. We will also require a number of god players that is not equal to 1 or divisible by 4. You should not sign up as a civilization player if you would take more than 48 hours to post an action for a turn. The earlier you post an application, the more likely your application will be accepted. However signing up quickly does not guaruntee a spot if your application is poorly designed etc.
Civilization Signup
Civilization Name:
Civilization Color:
Special Ability:
Description: (fluff about your civilization. Does not affect gameplay. This section is optional.)
God Signup
God Name:
Description: (Does not actually affect gameplay)
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RE: Gridhood S5! Sign up now!
12-01-2013, 05:06 PM
Highlight, crtl-c, ctrl-v. Or, on a UNIX-based OS, Highlight, MMB.
Civilization Name: Akaria
Civilization Color: Red
Special Ability: Fire-Breathing
Description: The Akarian people are born of the heat of the earth. They are humanoids short in stature, averaging four feet, and have reddish-brown skin, which is thick like leather. Akarians are known for their hot tempers and their ability to breathe fire, which grows as they age. The eldest Akarian can produce a gout of flame which can melt steel. In order to properly control their ability, they also have an innate resistance to extreme temperatures, which is controllable to a certain extent. Their society is community-centric, and their diet consists mainly of root and leafy vegetables, bush fruits, and small animals. An Akarian lives an average of fifty years, with the first five years of life as children.
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RE: Gridhood S5! Sign up now!
12-01-2013, 05:09 PM
Civilization Name:floramites
Civilization Color:green
Special Ability:photosynthesis
Description:the floramites are basicly plant people. they still need food but not as much. when they die they turn into flowers(as fluff). they dont ware cloths but their flowers look like cloths. they live on sun and water, and other food they can find.
they are passive unless provoked
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RE: Gridhood S5! Sign up now!
12-04-2013, 12:57 AM
Probably a better idea to keep this on chocolatepi, seeing as the only players are people who followed from there...
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RE: Gridhood S5! Sign up now!
12-04-2013, 02:18 AM
Perhaps. I thought these forums were still fairly active due to Black Zenith still being a thing. I'll probably just let this game die altogether though.
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RE: Gridhood S5! Sign up now!
12-04-2013, 02:36 AM
See you should've waited on Chocpi forums where we fellow pieces of Chocolate Pie will always be there for you. But then you'll eat us because you're a savage human--err rabbit being..
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RE: Gridhood S5! Sign up now!
12-07-2013, 08:42 PM
Im afraid that Black Zenith is more of less the only active game on eagle-time. I made a mistake moving it here instead of chocolate-pi.
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