Fantasy Simulator I Official Game Thread
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Re: Fantasy Simulator I Official Game Thread
Emilau: I dont think our men should go off to fight Giants.
Re: Fantasy Simulator I Official Game Thread
I say we take Olebew on board now. We could really do with learning as much as possible about our surroundings.
##Vote Yes - Proposal 1.1.2
As for worker allocation, I like the original recommendations. However, given that we are making these proposals now to be undertaken next phase (i.e. once we arrive at the coast) we should specify within the Proposal that the building and hunting and farming etc. should take place in 14,10, shouldn't we?
##Vote Yes - Proposal 1.3.1 (including if we amend it along the lines suggested above)
##Vote Yes - Proposal 1.1.2
As for worker allocation, I like the original recommendations. However, given that we are making these proposals now to be undertaken next phase (i.e. once we arrive at the coast) we should specify within the Proposal that the building and hunting and farming etc. should take place in 14,10, shouldn't we?
##Vote Yes - Proposal 1.3.1 (including if we amend it along the lines suggested above)
Re: Fantasy Simulator I Official Game Thread
Is five food enough to feed us for the winter? It appears to me that individual farms do not even supply that much, so that is quite a bit of food.
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Re: Fantasy Simulator I Official Game Thread
##call gm, does moving take a whole phase? Do we need to use the wagons we came on to move?
Re: Fantasy Simulator I Official Game Thread
Moving will take all your wagons. Youll arrive at new location in new phase if it is approved. A morale penalty will be incurred
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Re: Fantasy Simulator I Official Game Thread
Are we able to produce buildings at the new location this phase or will moving take the whole time?
Re: Fantasy Simulator I Official Game Thread
I wish we knew the practical, real-time ramifications of choices that we're making before we have to make them ![Razz :razz:](./images/smilies/icon_razz.gif)
![Razz :razz:](./images/smilies/icon_razz.gif)
Re: Fantasy Simulator I Official Game Thread
You may not start building in 14,10. It will take the phase to move there. Hunters may go hunt and return by phase 3 to new location.
Re: Fantasy Simulator I Official Game Thread
Hah. Wouldn't that be a luxury!I wish we knew the practical, real-time ramifications of choices that we're making before we have to make them
![Very Happy :-D](./images/smilies/icon_e_biggrin.gif)
I would be very keen to receive an answer on this as soon as possible, given that our actions hinge fairly heavily on it. My thoughts are the followingbrainbomb wrote: ↑Fri Jul 06, 2018 1:59 pm
Moving will take all your wagons. Youll arrive at new location in new phase if it is approved. A morale penalty will be incurred
Are we able to produce buildings at the new location this phase or will moving take the whole time?
- It seems clear that we all wish to move to 14,10 (*side note* I wish Uthwick or Emilau or whoever had recommended 14,10 in the first place - then we would not be having to have this discussion, which may effectively cost us a phase)
- If we cannot build in 14,10 immediately, then there is no point allocating workers to build anything this phase, since we will effectively be leaving it behind. If that is the case, then I think we need some half-orcs to guard the wagons as they go, while everyone else that we can spare goes hunting, (given that as far as I can tell hunting is the only way we can guarantee at least some food yield this phase)
- If we can build in 14,10 as well as move there, then that solves some of our problems and we can pursue the worker allocation previously recommended (as amended to justify for 100 hobbits and 100 half-orcs
##Proposal 1.5 Send Melnir and his men to 14,13 to begin cutting stone, along with a guard of 20 half-orcs.
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Re: Fantasy Simulator I Official Game Thread
Thank you for the clarification.
##Vote No - Proposal 1.3.0
##Proposal 1.3.1 - Worker allocation
Send 50 hobbits and 50 half-orcs to hunt in 14,11 and then return with food resources to 14,10
This leaves 50 hobbits to come with us and the wagons, so that they are ready to begin building farms in 14,10 as soon as they are able. It also leaves 20 half-orcs to act as a guard for Melnir and his men and 30 half-orcs to come with us to 14,10 as a guard for our wagons.
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Re: Fantasy Simulator I Official Game Thread
In light of all the decisions we may make, I put the following amendment to proposal 1.3.0A2 forward:
If we move and accept the 5 food for our Orcs going to fight
Hobbits
70/100 70 Hobbits Travel right to the new barony site at 14,10
100/100 30 Hobbits hunt in 14,11
Half-Orcs
100/100 100 Half Orcs off to battle
If we move and don't accept the 5 food
Hobbits
100/100 100 Hobbits Travel right to the new barony site at 14,10
Half-Orcs
30/100 30 Half-Orcs Hunt in 13,10
60/100 30 Half-Orcs Hunt in 15,10
100/100 40 Half-Orcs Hunt in 14,11
If we stay and accept the 5 food for our Orcs going to fight
Hobbits
20/100 20 Hobbits build 2 Corrals using 1 wood
30/100 10 Hobbits build a barn using 1 wood, seems like winter will be rough
70/100 40 Hobbits create 4 farms using 2 food
100/100 30 Hobbits hunt in 14,11
Half-Orcs
100/100 100 Half Orcs off to battle
If we stay and don't accept the 5 food
Hobbits
20/100 20 Hobbits build 2 Corrals using 1 wood
30/100 10 Hobbits build a barn using 1 wood, seems like winter will be rough
70/100 40 Hobbits create 4 farms using 2 food
100/100 30 Hobbits hunt in 14,11
Half-Orcs
20/100 20 Half-Orcs Hunt in 14,11
60/100 40 Half-Orcs Hunt in 15,11
100/100 40 Half-Orcs Hunt in 14,12
If we move and accept the 5 food for our Orcs going to fight
Hobbits
70/100 70 Hobbits Travel right to the new barony site at 14,10
100/100 30 Hobbits hunt in 14,11
Half-Orcs
100/100 100 Half Orcs off to battle
If we move and don't accept the 5 food
Hobbits
100/100 100 Hobbits Travel right to the new barony site at 14,10
Half-Orcs
30/100 30 Half-Orcs Hunt in 13,10
60/100 30 Half-Orcs Hunt in 15,10
100/100 40 Half-Orcs Hunt in 14,11
If we stay and accept the 5 food for our Orcs going to fight
Hobbits
20/100 20 Hobbits build 2 Corrals using 1 wood
30/100 10 Hobbits build a barn using 1 wood, seems like winter will be rough
70/100 40 Hobbits create 4 farms using 2 food
100/100 30 Hobbits hunt in 14,11
Half-Orcs
100/100 100 Half Orcs off to battle
If we stay and don't accept the 5 food
Hobbits
20/100 20 Hobbits build 2 Corrals using 1 wood
30/100 10 Hobbits build a barn using 1 wood, seems like winter will be rough
70/100 40 Hobbits create 4 farms using 2 food
100/100 30 Hobbits hunt in 14,11
Half-Orcs
20/100 20 Half-Orcs Hunt in 14,11
60/100 40 Half-Orcs Hunt in 15,11
100/100 40 Half-Orcs Hunt in 14,12
Re: Fantasy Simulator I Official Game Thread
Third time its been asked.
If we can build in 14,10 as well as move there, then that solves some of our problems and we can pursue the worker allocation previously recommended (as amended to justify for 100 hobbits and 100 half-orcs
Third time itll be answered
No.
You cannot build in 14,10 yet, you arent there. If youre moving there youll be moving there only.
Clarification:
Workers, warriors and non playable characters can move but in order to build they cant also move.
They can hunt in an adjacent tile and return with yield the start of next phase.
Example if you order halflings to build a farm in 14, 11 and move to 14, 10. They cant do both.
If you order half orcs to hunt in 14,10 and move to 14, 10 they can do this.
If you order half orcs or halflings to hunt any adjacent tile theyll be able to move to 14,10 freely with yield so long as the tile they hunted was adjacent
If we can build in 14,10 as well as move there, then that solves some of our problems and we can pursue the worker allocation previously recommended (as amended to justify for 100 hobbits and 100 half-orcs
Third time itll be answered
No.
You cannot build in 14,10 yet, you arent there. If youre moving there youll be moving there only.
Clarification:
Workers, warriors and non playable characters can move but in order to build they cant also move.
They can hunt in an adjacent tile and return with yield the start of next phase.
Example if you order halflings to build a farm in 14, 11 and move to 14, 10. They cant do both.
If you order half orcs to hunt in 14,10 and move to 14, 10 they can do this.
If you order half orcs or halflings to hunt any adjacent tile theyll be able to move to 14,10 freely with yield so long as the tile they hunted was adjacent
Re: Fantasy Simulator I Official Game Thread
This should read phase 2. Not 3.
This was clarified by thamrick. I just misunderstood his mechanics and he misunderstood my movement rules. Were good now
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Re: Fantasy Simulator I Official Game Thread
So - some thoughts from discord chat.
I could stay in 14,10 and make that our animal area. We could build a road to connect the village and this area to make travel quick down the road.
If I don't stay, my actions are rather limited on this next phase, I'd essentially be unable to do anything due to the move...
So I'll submit a ##proposal that I stay behind in 14,10 and continue building a corral and get more pigs for us to have food supply.
I could stay in 14,10 and make that our animal area. We could build a road to connect the village and this area to make travel quick down the road.
If I don't stay, my actions are rather limited on this next phase, I'd essentially be unable to do anything due to the move...
So I'll submit a ##proposal that I stay behind in 14,10 and continue building a corral and get more pigs for us to have food supply.
Re: Fantasy Simulator I Official Game Thread
I'd honestly be a little worried with you staying alone, especially since we havent really scouted the area that well. Also there was that weird light that stole some of our Orcs
Re: Fantasy Simulator I Official Game Thread
Also, according to Melnir, there is apparently a wizard in Hanaved who has the ability to change terrain in tiles. It would take me two full turns to get there (and presumably 2 turns to get back). Thats a lot of turns to be away from the colony, but if this is something we're interested in I can try to make it happen. What do you all think?
Re: Fantasy Simulator I Official Game Thread
A cold wind rushes in off the mountains from the South. the tents begin swaying and flapping. A halfling child chases after the family dog which runs off barking. As workers race to pack up to move the campsite, a cold early taste of winter has already reared its head.
Re: Fantasy Simulator I Official Game Thread
I'm not on board with you heading as far away as all that so early on. Perhaps we hold off on that for a bit until you've levelled up a little and perhaps find the journey will be quicker?WarLegend wrote: ↑Fri Jul 06, 2018 5:03 pmAlso, according to Melnir, there is apparently a wizard in Hanaved who has the ability to change terrain in tiles. It would take me two full turns to get there (and presumably 2 turns to get back). Thats a lot of turns to be away from the colony, but if this is something we're interested in I can try to make it happen. What do you all think?
Just for the sake of clarity, we are currently in 14,11, planning to move to 14,10 by the coast. So you mean staying behind in 14,11. I would actually not be averse to that, if we could leave some half-orcs behind with you as defence? In fact, they could hunt in 14,11 this turn to get some food, and then stay there to protect you. Thoughts?So - some thoughts from discord chat.
I could stay in 14,10 and make that our animal area. We could build a road to connect the village and this area to make travel quick down the road.
If I don't stay, my actions are rather limited on this next phase, I'd essentially be unable to do anything due to the move...
So I'll submit a ##proposal that I stay behind in 14,10 and continue building a corral and get more pigs for us to have food supply.
A
Re: Fantasy Simulator I Official Game Thread
Also, given this, I am increasingly thinking that it is wise to move to the stone houses by the coast...brainbomb wrote: ↑Fri Jul 06, 2018 5:10 pmA cold wind rushes in off the mountains from the South. the tents begin swaying and flapping. A halfling child chases after the family dog which runs off barking. As workers race to pack up to move the campsite, a cold early taste of winter has already reared its head.
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