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129715 No. 129715 ID: 482fee

Alright so it's been voted back in https://www.strawpoll.me/18101240
that the next sidequest will be a civquest. First one I'm actually running, and the system I got isn't totally done, so I'm gonna shoot some questions about it here. If you wanna answer or chip in your own feedback, feel free.

Also I'm posting whatever I sketch since I'm sick atm, and more of my time is spent doodling on whatever scrap of paper I got and less on the tablet. So here goes.
32 posts omitted. Last 50 shown. Expand all images
No. 132071 ID: 6e6f32

Alright. Is it safe to assume then that structures that provide infrastructure for more self governance such as say a courthouse, and structures that represent an organisation that must be legitimized or chartered by the government say, constabularies, universities, or guilds are off limits?

Library- Probably easy to build, but expensive. Primarily an inertia building. Might also have the benefit of allowing us to revisit old policies we skipped that are still relevant, and look up historical information on families and towns around us before we act.

Exploratory mining- A number of shallow mines are built to assess the mineral content and stone quality of the local area. Rolls and reveals the potential industry output of mines and quarries. Has small chance to reveal strategic or precious resources, artifacts, or something very bad. Initially somewhat easy and cheap, the process is repeatable. Doing so can can only improve the results. Each repeated attempt increases the difficulty and cost, has a small, but compounding prosperity malus, and increases the chances of finding something, be it good or bad.

City Undercroft- like the catacombs beneath the estate, but on a larger scale. A huge digging and construction project that will evolve over time. Massively increases the cities defensiveness, and will occasionally produce kobold pops. Also produces events. Usually bad ones.
Depending on how much control is kept over it, it can significantly or improve or harm prosperity.

School- a Tiny prosperity boon and can be specialized for a modest percent increase to industry, prosperity, or inertia. Multiple can be built but only one of each specialization.

Service Academy- Special school that trains high class and high skill servants and slaves. Creates a market for high quality slaves and creates a hierarchy within the the service class that brings the illusion of prestige and upward mobility. Meant to improve troop availability, and I imagine it would improve prosperity some as well.

Shrine to the God of War - Includes sacrificial alter!

Proving Grounds - A series of outdoor courses and training facilities that teach new recruits the ways of war and wilderness survival. Small boost to Kobold raider and Sagaru combat and siege ability.
No. 132079 ID: fd2dfa

>Is it safe to assume then that structures that provide infrastructure for more self governance such as say a courthouse, and structures that represent an organisation that must be legitimized or chartered by the government say, constabularies, universities, or guilds are off limits?
Sorta? I mean some of those are available with the right policy that breaks the family away from the royalist structure, but some of your suggestions like constabularies could be added with said policies.
No. 132086 ID: 6e6f32

Did it just skip from spring to fall?
No. 132087 ID: fd2dfa

No, Summer is the season for raiding, and last turn was the height of summer. This turn is the transition from summer to fall.
No. 132433 ID: 9876c4
File 158554563733.png - (640.78KB , 1000x1165 , Bunbound.png )

No brakes on the meme train, unfortunately.
No. 132438 ID: e29e4e

This is just getting worse. More like a NOPE train.
No. 132440 ID: 9876c4

So no one gets the wrong idea, I was criticizing my terrible remixes, and not anything in the quest.
No. 132521 ID: fd2dfa

It's fine, and fitting. Little Ansli was an odd one
No. 132576 ID: 4f51b2

Are Gormoamhi lizards or something like that? I still haven't read the other quest, I like Guk's Story a lot.
No. 132600 ID: fd2dfa

They're mammals, though they do have some reptilian behavior. I got a bit of a backstory on the race I'm making, I'll post it when it's done.

And I'm still surprised how much attention Guk is getting compared to everything else.
No. 132626 ID: 4f51b2

Well is only one thread so I think it attracts new readers. I personally find interesting how inmoral Gok and the rest can be. Usually protagonist from other quets aren't like that or aren't allow to act like this.
No. 132727 ID: fd2dfa
File 158855247812.png - (321.37KB , 2352x769 , Gorm lifecycle.png )

Then I did them right. It was my original intent to try and play a 'bad guy' race that was pretty damn immoral but players would just role with it. I tried first with Rezans but I think I wound up turning them into a bunch of edgelords. Then I softened them up and they became less 'immoral' instead just becoming assholes.

Anyway like I had promised, Gormy backstory

Life Stages

They are mostly mammals, though their origins make them kinda iffy and jams them into a spot between both mammals and reptiles. They give birth in litters of 4-5, and of those it's a 1-in-10 chance any of them is a boy. If it is a boy, he will be quite sickly and need support from his mother for much longer than his sisters otherwise he will die. According to their Spirit Mistresses, the Creator-Goddess-Sisters Gormoamhi and Gormoloha had both favored the man K'vladu. In the end K'vladu chose Gormoamhi to mate wit and made the the Gormoamhi race. In a jealous rage, Gormoloha cursed the pair and their children. K'vladu died shortly after and Gormoloha ensured all men born from Gormoamhi would be just as weak and delicate.

As they stop being pups and grow into whelplings that become part of clan structure, the boys will stay with their mother, as much because of their own weakness as their own status as a precious resource. Because male births are so rare, they tend to be hoarded and coddled by their clans so it creates a very selfish personality in them. They don't see it as being cruel or immoral when they take others things. They are told it belongs to them all their life(except their sisters who regularly bully them when they can).

Once they reach adolescence, the sisters enter apprenticeship under one of the clan mistresses as part of whatever profession they showed the most skill in as a whelpling. The boys, while slightly bigger, are still kept close to their mothers at this time. There's still a lot that can kill them and a dead Gormoamhi boy is a huge blow to even the largest clans. The sisters still lord over their brothers, reveling in how small and useless they are.

Then the growth spurts kick in. Horns grow, skin thickens, and the boys catch up and overtake their sisters in size. The sisters are near complete with their training and may not yet be aware of their brothers' sudden changes.

Adulthood. The women are professional members of clan society, and the men finally leave their mothers, strong and tough as their sisters(much to their annoyance). However chances are good they'll never see their brothers again

A typical clan may have 5-10 men and 50 women. A powerful clan may have 50 men and near 1000 women. The greatest clans can have hundreds of men and tens of thousands of women. When a new man reaches maturity, he is taken away. Women do not feel a compulsion to mate every day as men do, a product of their late development. Combined with an upbringing where physical violence got them what they wanted and instant gratification being near guaranteed, men are kept apart in chambers meant only for them. to keep them preoccupied, the women go raiding for supplies they need, tools they can't make, and non-people that will becomes slave labor or female company for the men.

While women don't have a desire to mate save for select times of the year, they do harbor desires for a particular man they may catch glimpses of, and may petition the Breed-Mistress for a breeding contract on their specified days. The contract may or may not be granted based on what the Breed Mistress deems as good breeding stock, or if the man is slated to be traded to another clan.

Some men may get traded off as part of a contract or alliance. Some may be given as tribute to a greater clan, taken in raids, or killed by a warring clan for some crime(like giving a weak, dying man as trade).

The women do a majority of the tasks in the clan, with each specific field overseen by a mistress. The work that is beneath them is relegated to the slaved non-people. Once in their assigned profession, the woman never changes. A man's task is to breed the next generation, and not kill anyone; but that can be overlooked if he is part of a Warrior Throng- a group of men released into enemy lines using their toughness and strength to sow chaos and destruction.

The fact that men are in charge of the clan in Guk's Quest is something that just isn't done. Gormoamhi women would see them as freaks, and men would pummel them to death for daring to do woman's work so openly.
No. 132746 ID: 4f51b2

That was an intersting read. Shit, imagine if we found another Gormoamhi tribe. That would be terrible news.
No. 132834 ID: 9876c4
File 158952408725.png - (1.67MB , 1000x1500 , UncleTok's.png )

Someone said something and I ran with it. Perhaps too far.
No. 132856 ID: fd2dfa
File 158969413444.jpg - (181.33KB , 1400x1050 , Sirrassar concept.jpg )

Given where Guk Quest will go, not far enough. Confession time, the Civ Game is taking longer to update because I'm still juggling with the final concept for the Sirassar. I had some previous sketches but nothing really clicked, as this is supposed to be the ruling caste of the Jassanids, the multi-racial bug-reptile collective that conquered a third of the planet. I want something that looks harmless physically but hides a malicious predator. Why am I saying this? Because one of the new roll slots for the '5 turn random events' is the Egg hatching and I want to nail her down now.

This is my latest spin.
No. 132859 ID: 094652

Okay, I've got it. Make her even cuter because her appearance isn't the part that should creep people the @#$% out.

I googled "Bug that thinks with its back" and this is what I found:

Basically, have her obsess over expanding her collection of stuffed animals to hug, then move on to an instinct to personally rip the organs out of her enemies and stuff their skins insides with the ashes of their families.

And then hug the taxidermist victim with even more creepy-kawaii.
No. 132860 ID: d4c513

your description puts me in mind of those preying mantises that look like flowers (turns out they are called orchid mantises)

also I dunno if the fullbody one there has wings or just a fancy cape but it made me think of moths (and mothra)
so I'm now picturing that concept taken up to eleven; pastel colours and soft lines hiding natural weapons and the instincts to use them
No. 132869 ID: 9876c4

Maybe try for a hybrid of moth and mantis, fluffy, big eyed, and designed to rip and tear.
No. 132871 ID: fd2dfa

Well that's the bug aspect, there still needs to be a reptile aspect while still maintaining a human shape. That's my conflict.

>Assassin bug that wears corpses
That's actually another caste in the Jassanids, the Mukhassayat.

>I dunno if the fullbody one there has wings or just a fancy cape
It can be either. The ones with wings have higher status than wingless ones, but the wingless ones imitate the wings with silk.

>Maybe try for a hybrid of moth and mantis, fluffy, big eyed, and designed to rip and tear.
Yeah but the Sirassar aren't all into the rip and tearing. They're supposed to be the ones up top who let the lesser castes do the ripping and tearing. Currently, they(the one in the pic) spear their victims, draw them in, and shave the flesh off with their radula(which they have in place of a hard palate. The tongue is to pierce soft parts of the skull to draw in blood, brain matter, and soft tissue to lubricate their rotating teeth.
No. 132937 ID: 2aa5f0

>Well that's the bug aspect, there still needs to be a reptile aspect while still maintaining a human shape. That's my conflict.

well you could give them a long tongue so they can do the lizard eye lick thing. Maybe also give some of the noble cast a frill that looks like a ruffled collar when down but can puff up like a lizard's frill... and I guess thinking about it you could maybe give some of them the ability to spit venom or something.
No. 132939 ID: 9876c4

Maybe something like a Gecko-moth?
No. 133137 ID: 10c408

Perhaps a series of vestigal and fluffy/frilly fin-like segments arranged around the facial area that, normally folded down, react to aggression and spread out.
No. 133149 ID: 6e6f32

I'm imagining a giant Rolly-Polly sonic-the-hedge-hogging around like some sort of terrifying sentient Indiana Jones boulder. When it stops and unfolds I'm seeing it's shell open up like a beetles to reveal two pairs of massive wings, a menagerie of terrifying blade like claws, and an overly cute and fluffy face.
A cute and fluffy face that spit's acid and that is adorned with two huge mandibles.
No. 133452 ID: fd2dfa
File 159506394080.jpg - (435.21KB , 1601x2085 , imp.jpg )

This was trickier than I thought and took waaay too much time to get the alignment right. Still not 100% correct when made into a font, but fuck it close enough. Basically the written trade language used by humans, daoine, avar, and most folks in the region. Provided they know how to write.
No. 133456 ID: b1b4f3

Capital letters are the same as lowercase?
No. 133462 ID: fd2dfa

It's a simple written language, there's no concept of capital or lowercase. The purpose is for Impraithic to be picked up by anyone. Except Guk. He's quite illiterate...
No. 133508 ID: 4f51b2

So, what’s the plan in Guk’s quest tight now? We kill all the people in the fort?
No. 133509 ID: df76b1

Find 3-4 Gamin, take their stuff, which we use as bait when we ambush a bandit patrol. Bandits freak, follow the trail and attack the Gamin. Assuming heavy casaulties on both sides, another sect of ghost skins gets involved, and attacks whoever's weakest. Then the tribe deals with whoever's left.

I might be missing something, but it's a Gormoamhi plan, which means room for improvisation.
No. 133529 ID: fd2dfa

This basically. Also sorry for the delays. I'm dealing with finals(not mine) and it's eating up a lot of my time.
No. 133544 ID: 6e6f32

Grading them worse than taking them I presume?
No. 133549 ID: fd2dfa

Something like that.
No. 133793 ID: 4f51b2

Does Nietch shows up in any of the other Family quest?
No. 133811 ID: fd2dfa

She's in the earlier Family Biz chapters. 4, and 5 if I remember correctly. Be warned that was back when my skills were kinda shit and I drew with a mouse instead of a tablet.
No. 133813 ID: df76b1

Gukquest is an CRPG Delmart bought from a totally-reputable fetish shop, isn't it?
No. 133814 ID: fd2dfa

Revealing Delmart's purchase history is a violation of company policy
No. 133963 ID: 6e6f32

With the library done, I went and found all the previous policies we were offered but didn't take.

Turn 1
1) Dismantle Royal Infrastructure: All money generating improvements increase gains by 10

2) Defense Force: +1 Standing armies

Turn 8
1) Bonded Auxiliaries: Unlocks slave auxiliaries. New Auxiliaries are unlocked based on foreign lands raided and what races are captured.

2) Reformed Servitude: Output from assigned slaves is now 4 instead of 2

Turn 11
1) River Clan Sponsorship: Unlocks Rezmodla Clan House, giving your envoys experts in Rezmodla language and politics. Allows the trade of resources and slaves with friendly families.

3) Found Gorod Line: Found Gorod Line

Turn 15
1) Gold for Irons: Opens the Slave Market for trading slave populations, can buy slaves directly from friendly families.

2) Scrshk fortifications: Allows a city to build 'Scrshk-proofing' improvement to reduce chances of Scrshk ambush.

Turn 16
1) Reclamation Standards: Unlocks action, ‘Reclaim’ to occupy ruined settlements.

Turn 21
1) Found Trade Guild: Can build warehouses to store tradegoods in different cities. Can build Guildhouses to increase income from trade routes.

3) Entice Craftsmen: Allows creation of Crafter's Workshops based around available raw trade goods. Processed trade goods are worth more on the market and Weaponsmiths can be comissioned to craft better wargear for the leklos.

Turn 23
1) Harness the Wyrd: Build a Karving institute. Can recruit basic unit 'Chained Karvlings'. Further policy and upgrades can recruit Karver officers.

3) Mountainside Sponsorship: Gain Tuk'Drav interpreters.


As a note, it appears the effect of Bonded Auxiliaries can be replicated by having a functioning House of Higher Servitude and an Undercroft.

Also a question: The value of Defense Force appears to have increased over time with new units and an increased leklos size. Is the policy still even available? If so, what would this army look like?
No. 133996 ID: fd2dfa

>Is the policy still even available?
Of course.
>what would this army look like?
Whatever you put in it. If you're referring to size, that's dependent on future reforms
No. 133998 ID: 158d8e

Oooooh. I get it now.
I was in aware there was a maximum standing army limit.
What is the base standing army limit, and what generally affects it?
No. 134016 ID: fd2dfa

The current limit is at 3. Owning a province (I mean taking control of the whole province, not just the nodes) increases it by 1, reforms increase it by 1. Further reforms and concessions by the patron family increase the army size
No. 134262 ID: 7a1a17

A head's up. I'm moving now. Internet has been spotty, and what I'm not just fiddling around at a cafe, I'm using my phone as a tether to connect(not very economic). Still working on updates, but my schedule will be more erratic than usual.
No. 134263 ID: 4f51b2

Good luck with the moving.
No. 134268 ID: df76b1

Yes this.
No. 134269 ID: 6e6f32

I wish your move be as painless as possible, and that your new neighbors be neat, and not annoying.
No. 134614 ID: 7a1a17
File 160915375725.gif - (1.70MB , 275x206 , 1551401759792.gif )

I just realized my short detours are actually longer than the usual chapters. Well fuck
No. 134673 ID: 094652

I'd like more detailed descriptions and menus in the Civgame; we don't use the full extent of our powers because many of us don't spend years becoming experts in 4X, so we make simple short-term decisions because that's what we're used to when interacting with quest characters on a personal level.
No. 134675 ID: 6e6f32


Like for real I spend way to much time on 4x and Grand strategy, while also formulating ideas for this quest for hours whilst at my boring, mindless job. I don't even know all the rules.

Like, what does industry do?
Is construction speed and max parallel construction limit influenced by Pops? Unassigned Pops? Industry? Holding being improved within? What even is the current max parallel construction limit?

How does food work? What is the base production per holding without upgrades? How much does each pop eat per turn? or is it per season?
We have food stored. It's been depleting thanks to the siege, and we've been rationing automatically. Besides pop loss, what's the effect of rationing? Could we have opened the food stores freely and queued the farm improvement?

That's just what comes off the top of my head. I'm sure there's more.
No. 134684 ID: df76b1

As long as our general suggestions are interpreted as the actions of moderately proficient Civ players, I'm fine.

I'm not a Civ player. I know what I want to do, but not the proper mechanics for it.
No. 134700 ID: 7a1a17

Alright I'll tweak the 'template' post to be more descriptive.

I think it will be easier to leave those sorts of descriptions here so they don't get buried in updates. Though I may have to retcon that at some point. I've run civ games before but this is my first time with a homebrew system and the balance is kinda...broken. It's one of the reasons the civquest is taking longer to update as I'm looking at my mechanics and trying to decide how to properly scale it up.

Also I'm brainstorming an old quest idea I never ran because I'm insane

No. 134717 ID: 7a1a17

Okay so to address this
>what does industry do?
By itself? Nothing. It's essentially how many points of industry you generate per turn. Every structure costs a certain amount of industry(the cost changes the more improvements you build, soldiers you hire, towns you own, etc. I keep the value on my end because it keeps changing. The more things you have, the more the next project costs. That's not to say everything has the same base cost. So something simple like the trading post will cost more than what it takes to recover injured units, but less than upgrading the city.

>Is construction speed and max parallel construction limit influenced by Pops?
Actually population affects industry value. Assigning a population unit to an industrial improvement adds a bonus to your industry score. Unassigned pops are essentially idle and do nothing but generate small revenue by existing. Slave populations are worth double the amount of citizens but consume wealth rather than produce. Unless assigned to a wealth improvement. Idle slaves do nothing but consume wealth, but there are possible policies and improvements that make idle slave bonuses just as worthwhile as working them.

If you do parallel projects, your industry is divided evenly between all projects until the cost is met.

>What even is the current max parallel construction limit?
Effectively until you have enough improvements the industry is divided until 1 point is given to each project per turn.

>How does food work?
Every turn your citizen population is below the food produced, it grows by 1.
>What is the base production per holding without upgrades?
10 for cities.
>We have food stored. It's been depleting thanks to the siege, and we've been rationing automatically. Besides pop loss, what's the effect of rationing? Could we have opened the food stores freely and queued the farm improvement?
Food can be stored with future upgrades. If any of you played Endless Legend or Endless Space, it's kinda like that.

Actually one of the big problems I'm still having to balance things out is upkeep. Juggling all the stats have left me neglecting some things, and others aren't quite scaling with player progress. Which is why I might just revamp the stats and mechanics. However even if I do, it won't happen until after you guys start moving into other provinces.
No. 134723 ID: 7a1a17

Alright, I added some descriptors to the menu options. Tell me if you think that's enough.
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