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 Post subject: Re: Equilateratoria
 Post Posted: Sun Jun 02, 2013 9:42 am 
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LTDave wrote:
Eric has not yet washed his hands after cutting down trees and fighting pigs. Are the hands magic in some way? If yes, what else can magic hands do?
Yes, your hands are magic. They allow you to handle food without it getting contaminated. They can also clap with just one hand, although the clap can only be heard by the clapper. They have no other magical properties.

turbler wrote:
(Also, could I use the road the turn it was completed? If so, I should have been able to bank an action last turn (and have wasted one, but that's fine).)
No. All bonuses from leveling and structures become available the turn after they're completed. Items, on the other hand, become available immediately, unless otherwise noted. You could free craft a spear & shield, move S, and attack a pig in the same turn, and get the spear & shield bonuses.

0beron wrote:
Well yeah, but my point is that the longer you keep me below 0, the more food it will take to revive me because I lose health ever turn...
You only lose health if you haven't been fed at least once. Dod has declared that he'll feed you this turn. Next turn, Katara will probably spend a single action calming another pig, then spend the rest of her actions feeding you.

All actions have been declared. I'll be processing the turn based on information submitted up to this point.

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     Post subject: Re: Equilateratoria
     Post Posted: Sun Jun 02, 2013 9:58 am 
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    Oh ok thanx for the clarification Marbit. In that case then I still want to reiterate my point that I am more valuable then Katara in just auto mode, so please don't keep me incapacitated after next turn just because you want her instead.

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     Post subject: Re: Equilateratoria
     Post Posted: Sun Jun 02, 2013 11:52 am 
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    New rule time again.
    If you're in combat, you can only move out the way you came in. Hidden units are not considered to be in combat.

    Hyde forages/ eats in the mushroom zone, figuring if he can't find that cheese sandwich, he'll eat the spare mushroom George is leaving behind. He enters the rock zone, and his senses see things a bit differently than others did. He starts to set up the quarry, but is interrupted when a number of strange orb-like creatures emerge from the ground! (He does not spend his banked action.)

    Map:
    Image

    Turn Actions:
    Spoiler: show
    Initiative

    Texas vs. Orbs : Initiative!
    Texas: 3
    Orb: 5 <- Wins

    WhirdCheese (George) : {in B2} Move W to {B1} (3 actions), Butcher Calm Pig (1 action), Bank 1 action
    0beron (Arthemy) : {in A1} Incapacitated - No Actions
    LTDave (Eric) : {in B1} Gather wood (4 actions), (free) eat
    ETheBoyce (Texas) : {in B3} Attack non-calmed Orb Thingie (1 action), Move W to {B2} (3 actions), (free) forage / eat
    Werebiscuit (Hyde) : {in B2} Move S {to C2} (3 actions), Build Quarry (2 actions), (free) forage / eat
    Swodaems (Dod) : {in B1} Feed Arthemy (1 action), Build road (3 actions), (free) Build road (1 action), (free) eat
    Cnor (Katara) (NPC mode): {in A1} Carry Arthemy (-2 action penalty), Move S to {B1} (1 action), Calm Pig (1 action), (free) eat
    turbler (Jordan) : {in B1} Gather wood (4 actions), (free) eat
    John Mandrake (Raithar) : {in A1} (free) eat, Train (4 actions)


    Results:
    Spoiler: show
    Combat

    Status
    Texas: (4 of 11)
    One: (10 of 10)
    Two: (10 of 10) Calm
    Three: (10 of 10)
    Four: (2 of 10)
    Five: (10 of 10)


    One: Off 5 vs. Texas: Def 8
    One hits! Texas loses 1 hit. (3 of 10 Hits)

    Two: Attempts to Break Calm
    Two remains Calmed.

    Three: Off 5 vs. Texas: Def 8
    Three hits! Texas loses 1 hit. (2 of 10 Hits)

    Four: Off 5 vs. Texas: Def 8
    Four misses!

    Five: (Cannot attack Texas - max attackers already.)

    Texas: Off 11 vs. Four: Def 5
    Texas hits! Four loses 2 hits. (0 of 10 Hits) Texas feels like he's getting better at being a Warrior (6 attack hostile actions in Level 2)
    Four DIES.

    -----

    One: Off 5 vs. Texas: Def 8
    One misses!

    Two: Attempts to Break Calm
    Two remains Calmed.

    Three: Off 5 vs. Texas: Def 8
    Three misses!

    Five: Off 5 vs. Texas: Def 8
    Five misses!

    Texas: Retreats

    -----

    One: Off 5 vs. Texas: Def 8
    One misses!

    Two: Attempts to Break Calm
    Two remains Calmed.

    Three: Off 5 vs. Texas: Def 8
    Three misses!

    Five: Off 5 vs. Texas: Def 8
    Five misses!

    Texas: Retreats

    -----

    One: Off 5 vs. Texas: Def 8
    One misses!

    Two: Attempts to Break Calm
    Two remains Calmed.

    Three: Off 5 vs. Texas: Def 8
    Three hits! Texas loses 1 hit. (1 of 10 Hits)

    Five: Off 5 vs. Texas: Def 8
    Five misses!

    Texas: Retreats

    =====

    Zone C2: Surprise Round

    One: Off 7 vs. Hyde: Def 5
    One hits! Hyde loses 2 hits. (10 of 12 Hits)

    Two: Off 7 vs. Hyde: Def 5
    Two misses!

    Three: Off 7 vs. Hyde: Def 5
    Three hits! Hyde loses 1 hit. (9 of 12 Hits)

    Four: (Cannot attack Hyde - max attackers already.)

    Five: (Cannot attack Hyde - max attackers already.)

    -----

    Non-Combat
    WhirdCheese (George) : George gains 8 bacon, 2 bones, 1 skin; Banks 1 action. George feels like he's getting better at being a Farmer (1 butcher action in Level 2) (Mushroom store -1)
    0beron (Arthemy) : Arthemy gains 1 hit (-3 of 10) Incapacitated
    LTDave (Eric) : Gains 2 Hits, 4 wood Eric feels like he's getting better at being a Forester (11 wood-gathering actions in Level 2) (B1 Wood Supply -4, Mushroom store -1)
    ETheBoyce (Texas) : Forage succeeds! Gains 2 hits (3 of 10) (plus see combat results)
    Werebiscuit (Hyde) : Forage Fails! (Food store -1). Hyde reveals a fogged zone! Hyde feels like he's getting better at being a Scout (1 zone revealed) Hyde adds 1 stone to quarry. Remaining actions interrupted by combat!
    Swodaems (Dod) : Dod gains 2 Hits, adds 8 wood to Road. Dod feels like he's getting better at being a Stonemason (10 build actions in Level 2) (Bacon store -1)
    Cnor (Katara) : Katara carries Arthemy, Moves S to {B1} (1 action), Calms pig (1 action) Katara feels like she's getting better at being a Mystic (1 calm animal action in Level 2) (Bacon store -1)
    turbler (Jordan) : Gains 4 wood Jordan feels like he's getting better at being a Shepherd (5 wood gathering action in Level 0) (B1 Wood supply -4) (Bacon store -1)
    John Mandrake (Raithar) : John equips Spear & Shield, trains (4 actions) John feels like she's getting better at being a Warrior (12 training actions) DING! He has! (A1 Granary -1)
    Raithar gains Warrior Level 2.
    Raithar gains +1 Offense
    Raithar gains +1 Defense
    Raithar gains +1 Hit
    Raithar gains Basic Armor Skills : Ignore up to 2 action penalties from wearing armor


    Communal Resources (home zone A1):
    Food (mushroom) : 3 (existing) - 1 (eaten) = 2 remaining

    Communal Resources (pig zone):
    Stone : 5 remaining
    Wood : 7 (existing) - 8 (build) + 8 (gathered) = 7 remaining
    Food : 0 remaining + 8 (butcher) - 4 (eaten) = 4 remaining
    Animal Skin : 1 existing + 1 (butcher) = 2 remaining
    Bone : 2 existing + 2 (butcher) = 4 remaining

    1 Tree is completely consumed!

    George moves West {to B1}
    Arthemy carried South {to B1}
    Katara moves South {to B1}
    Texas moves West {to B2}
    Hyde moves South {to C2}


    Players
    Spoiler: show
    WhirdCheese : "George" the Leatherworker / Farmer 2 [Craft Leather, Gather Food, Enhanced Farming, +1 Gather Food Action] Offense 5 / Defense 5 / Hits 10 of 10
      9 food-gathering actions in Level 2, 1 butcher action in Level 2
      1 action banked

    0beron : "Arthemy" the Mystic 2 / Scout [Calm, Forage, Paralyze] Offense 5 / Defense 5 / Hits -3 of 10
      1 creature-calming action, 3 hostile calm actions in Level 2; 2 zones revealed

    LTDave : "Eric" the Hunter / Forester 2 [+1 Off/+1 Def, Gather Wood, Craft Wood Items/Weapons] Offense 9 / Defense 9 / Hits 9 of 10
      Equipped: Wooden Spear (+3 Offense), Wooden Shield (+3 Defense)
      4 combat actions, 11 wood-gathering actions in Level 2

    ETheBoyce : "Texas" the Warrior 2 / Scout [+3 Off/+3 Def, +1 Hits, Forage, Basic Armor Skills] Offense 11 / Defense 8 / Hits 3 of 11
      Equipped: Wooden Spear (+3 Offense)
      2 zones revealed; 6 attack hostile actions in Level 2, 1 Training Action

    Werebiscuit : "Hyde Goseek" the Scout / Miner 3 / Gemweaver 0 [Forage, Gather Stone Block, Enhanced Mining, Sense Ore, Sense Gems, +1 Gather Stone Action, +2 Hits] Offense 5 / Defense 5 / Hits 9 of 12
      Equipped: Wooden Cart (1 Stone, 2 wood)
      1 zone revealed
      1 action banked

    Swodaems : "Dod" the Miner 2 / Stonemason 2 [Gather Stone Block, Fast Construction, +1 Build Action, Knowledge - Intermediate Structures, Enhanced Mining, Sense Ore] Offense 5 / Defense 5 / Hits 9 of 10
      Equipped: Wooden Cart (5 Stone)
      5 stone-gathering actions in Level 2, 10 build action in Level 2

    Cnor: "Katara" the Mystic 2 / Hunter [Calm, +1 Off/+1 Def, Paralyze] Offense 6 / Defense 6 / Hits 10 of 10
      Equipped: Wooden Staff
      9 meditation action in Level 2

    turbler: "Jordan" the Leatherworker / Forester 3 / Shepherd 0 [Craft Leather, Gather Wood, Craft Wood Items/Weapons, Plant Trees, +1 Gather Wood Action, +2 Hits] Offense 5 / Defense 5 / Hits 12 of 12
      5 wood gathering action in Level 0

    John Mandrake: "Raithar" the Warrior 2 / Metallurgist [NEW +3 Off/+3 Def, NEW +1 Hits, NEW Basic Armor Skills, Craft Iron Bar] Offense 11 / Defense 11 / Hits 11 of 11
      Equipped: Wooden Spear (+3 Offense), Wooden Shield (+3 Defense)
      (no unused experience)


    Zones:
    Spoiler: show
    Image
    Image
    Image
    Image

    As always, let me know if any corrections are required.

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     Post subject: Re: Equilateratoria
     Post Posted: Sun Jun 02, 2013 12:04 pm 
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    Okaaaay, now we really need me back on my feet again...I'm just on my iPhone right now so once I get to my computer I'll take a more detailed look, but we need to launch a coordinated attack on that quarry hex ASAP.

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     Post subject: Re: Equilateratoria
     Post Posted: Sun Jun 02, 2013 12:23 pm 
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    Alrighty, here's what I'm thinking. Let's put a stop to construction as much as possible and focus on healing everyone. Any combat-focused people should come to the zone where everybody else is, and eat up. If you have no combat or food-related abilities, then continue doing whatever you were. Here's what we need:
    • 4 Food for Arthemy, and 4 actions spent feeding him this turn.
    • 8 Food to get everyone else to max health (plus 5 more for Arthemy to eat in the following turn)
    • 4 Food max for the combatants to carry into battle with them 2 turns from now.
    Katara can Calm and George can Butcher, anyone noticed how many bacon this combo yields per pig? I don't wanna read back through all the turn results to see if this has been done before.

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     Post subject: Re: Equilateratoria
     Post Posted: Sun Jun 02, 2013 12:51 pm 
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    I got 8 food from butchering.

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     Post subject: Re: Equilateratoria
     Post Posted: Sun Jun 02, 2013 1:06 pm 
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    Awesome, so if Katara Calms twice and you Butcher twice, we have enough food to satisfy all our needs for this turn. Now, can I get volunteers to fee me 4 times? I'm assuming Katara can do 2.

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     Post subject: Re: Equilateratoria
     Post Posted: Sun Jun 02, 2013 1:22 pm 
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    I could do two... And I will because my other choice takes stone, something we don't have much of.

    George will butcher two calmed pigs, then feed Arthemy twice still banking an action.

    Katara should calm two large pigs then feed Arthemy twice.

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     Post subject: Re: Equilateratoria
     Post Posted: Sun Jun 02, 2013 1:39 pm 
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    Run, Hyde! Run!

    0beron wrote:
    we need to launch a coordinated attack on that quarry hex ASAP.


    I see 4 potential times to launch an attack on the quarry zone.

    Here they are in ascending order: (Note: all plans are meant to leave ample actions to feed Arthemy to 1 hit this turn, but plan 2 requires complex coordination to do so and also feed everyone else, hence the spoiler.)

    1. We attack this turn. (Only Hyde and Texas can join in. This will probably fail miserably.)
    2. We attack next turn. (Everybody but Arthemy can join in.)
    Spoiler: show
    actions for everyone this turn:
    Hyde runs N
    Raithar moves S, then E.
    Katara moves E, then calms pig.
    George feeds Arthemy once, then moves E and butchers calmed pig using banked action. (All 4 pieces of the bacon in the zone south of home is for Arthemy. This one slaughtered pig is to feed all 8 other people.)
    Dod, Eric, and Jordan all feed Arthemy once each, then move E (Uses up rest of starting bacon and gets Arthemy up)
    Texas stays where he is.

    3. We attack 2 turns from now. (Everyone can join in. lots of leeway in terms of spent actions.)
    4. We attack sometime after we set up leather armor production. (We have 5 stones in the Pig zone that I intended to use in Road work. That is enough to build a tannery and either George or Jordan could use it. )

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     Post subject: Re: Equilateratoria
     Post Posted: Sun Jun 02, 2013 2:03 pm 
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    Texas will gather food with 3 actions and eat with 1 action, then forage/eat for free!

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     Post subject: Re: Equilateratoria
     Post Posted: Mon Jun 03, 2013 4:06 am 
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    Swodaems wrote:
    Run, Hyde! Run!



    Yeah, Run, Hyde ! Run ! and bring your goddam car..t....wait a minute .?. I..am..Hyde.

    Hyde will Run,...northward for preference...and bring his go...erm..cart.He will eat and forage/free eat once north banking an action again unless he his particularly injured in which case he will eat to heal.. ! Thank goodness only 3 can attack but I'm still liable to lose most of my 9 remaining hits. Marbit is scout of any use in evading ?

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     Post subject: Re: Equilateratoria
     Post Posted: Mon Jun 03, 2013 4:37 am 
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    OOG (out of game?): Are there any free slots left? I am thinking bout joining, though after I read the sklil trees I was thinking about a mystic-scout that would go healer-farstrider for sort of a mobile band-aid, then again from the players list it seems that there is abudance of scouts... and probably not so many resource-creation-able ones. So um... what do you people think? (perhaps armorer/shepherd for armored warpigs?)
    Sorry for disturbing these tense turns.

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     Post subject: Re: Equilateratoria
     Post Posted: Mon Jun 03, 2013 5:41 am 
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    OOC Looking at Skills... stone gathering seems to be the chokepoint. It is slow going and especially if Dod is building and Hyde is gemcrafting so another miner wouldn't go amiss. Farmer may soon become critical too.
    Scout will be slow progress for exactly the reason you describe (I think anytime a scout is left alone in a zone - thus revealing it, should count to their scouting ability).
    Looks like warrior will be in big demand too.
    A pair of metallrugists to cover armourer/weaponsmith would be welcome also.

    So a few welcome choices...but feel free to make your own character by the skills YOU want to play. /OOC

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     Post subject: Re: Equilateratoria
     Post Posted: Mon Jun 03, 2013 7:44 am 
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    Werebiscuit wrote:
    Marbit is scout of any use in evading ?
    Nope. ('Evade' is actually a 3rd level Hunter skill.)

    Intocabille_CZ wrote:
    OOG (out of game?): Are there any free slots left?
    Yes, new players are always welcome, and can join in at any time. Simple choose a name and 2 skill trees, and you can appear in the home square at the end of the current turn.

    Werebiscuit wrote:
    (I think anytime a scout is left alone in a zone - thus revealing it, should count to their scouting ability).
    Scouts gain XP every time they reveal a zone. As this last turn indicates, that can either be a new zone, or a zone that has Fog of War. As a militia class, they also get XP from fighting (although fighting XP can only be assigned to one tree at a time, so warrior/scouts will gain XP as warrior first, and will need to max out their warrior tree first before they can gain Scout XP from combat; militia XP order currently goes Warrior -> Hunter -> Scout -> Mystic).

    As an aside, if anyone has any ideas for what a Scout Training Structure might be, let me know.

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     Post subject: Re: Equilateratoria
     Post Posted: Mon Jun 03, 2013 8:20 am 
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    OOG:
    The combinations I came up with so far...
    Mystic -> Healer / Scout -> Farstrider ... there are several scouts already, Arthemy is possibly going for that combo?
    Forester -> Shepherd / Metalurgist -> Armorer ... there is shepherd already
    Miner -> Stonecaller / Metalurgist -> Armorer ... there is a miner that is going to be Stonecaller I suspect
    Really hard to decide... :(

    MarbitChow wrote:
    As an aside, if anyone has any ideas for what a Scout Training Structure might be, let me know.

    They could use some sort of a stand with maps, to study the terrain? Either that or an area rigged with threads with bells for their more ninja-like skills of hiding and sneaking for backstab.

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     Post subject: Re: Equilateratoria
     Post Posted: Mon Jun 03, 2013 8:43 am 
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    Intocabille_CZ wrote:
    ... there is a miner that is going to be Stonecaller I suspect
    Really hard to decide... :(


    Dod has already stated that he will take stonecaller (mainly beacuse I had Hyde take gemcrafter) but given the amounts of stone needed to make roads and intermediate structures ( and we haven't seen advanced structures yet) stonecaller looks like it might be very useful. AND we have no idea how useful gemcrafting might prove to be.... So I wouldn't discount miner just because there are 2 already. Plus it's very easy to level.

    But like I said...the choice is yours.

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     Post subject: Re: Equilateratoria
     Post Posted: Mon Jun 03, 2013 9:22 am 
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    MarbitChow wrote:
    As an aside, if anyone has any ideas for what a Scout Training Structure might be, let me know.

    The Lookout Towers. Every turn we spend in one should count for something.
    Also just for everyone's reference, Arthermy will likely be Sorcerer/Treestrider

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     Post subject: Re: Equilateratoria
     Post Posted: Mon Jun 03, 2013 9:42 am 
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    Intocabille_CZ wrote:
    OOG (out of game?): Are there any free slots left? I am thinking bout joining, though after I read the sklil trees I was thinking about a mystic-scout that would go healer-farstrider for sort of a mobile band-aid, then again from the players list it seems that there is abudance of scouts... and probably not so many resource-creation-able ones. So um... what do you people think? (perhaps armorer/shepherd for armored warpigs?)
    Sorry for disturbing these tense turns.
    One way to think about it is in terms of having enough people playing each skill to ensure that we have all the high end abilities later in the game. Ideally, we could do that with only 10 players (10 skills (ignoring specialist) x 2 branches per skill / 2 skills per player = 10 players), but 3 people chose scout, so we'll need at least 11. The 3 skills that don't already have 2 players using them are farmer, stonemason, and metallurgist.

    All 3 of those choices has a choke point to it. Stonemason is currently choked by lack of stone. Metallurgist is choked by our lack of ore and a forge to smelt it in. Farmer is currently choked on the demand side, with George already possessing the ability to feed produce 8 food with one action if he butchers a calmed pig. We'll run out of granary space rather quickly with 2 farmers, so extra gathered food will waste.


    MarbitChow wrote:
    As an aside, if anyone has any ideas for what a Scout Training Structure might be, let me know.
    Why would we need a new building? You could add that ability to watchtowers.


    Since my option 2 in my previous post is a bit too complex to pull off and excludes a couple characters, (including our newest,) from the fight, I think that we should default to making an attack on the quarry 2 turns from now. If anyone wishes to participate in the attack, they have this turn and the next to show up in the zone north of the quarry.

    In the meantime, I'm going to do my best to stick to the road production schedule I thought of earlier. Dod free-eats, places 2 stone in the road headed east, places 3 wood in his cart, moves east, and uses free-build to place 2 stone in a road headed south.

    Could one or both of the foresters please follow me and carry 2 pieces of wood? I would like for there to be at least 10 pieces of wood in the next zone by the end of next turn and entering now while carrying in wood makes that goal easier.

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     Post subject: Re: Equilateratoria
     Post Posted: Mon Jun 03, 2013 9:55 am 
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    Intocabille_CZ wrote:
    They could use some sort of a stand with maps, to study the terrain? Either that or an area rigged with threads with bells for their more ninja-like skills of hiding and sneaking for backstab.
    Maps only make sense if you already know the terrain. I like the bell-trapped region, but that only makes sense for Ninja, one of the advanced skill trees. I'll probably allow that structure to be unlocked at Ninja 1.

    0beron wrote:
    The Lookout Towers. Every turn we spend in one should count for something.
    Yeah, that will work. Although you'll only be able to get a max of 3 actions each turn from it, if it is built in a zone that has 3 green sides, whereas other 'training' structures let you spend all your actions.

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     Post subject: Re: Equilateratoria
     Post Posted: Mon Jun 03, 2013 10:01 am 
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    MarbitChow wrote:
    Yeah, [Lookout Tower] will work. Although you'll only be able to get a max of 3 actions each turn from it, if it is built in a zone that has 3 green sides, whereas other 'training' structures let you spend all your actions.

    Sounds fine by me. If we build one in the zone with Texas and the Pigs, I could train there and use my spare action to calm a pig for slaughter every turn, George and I could pair up there.

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