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Civilization Thread General
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You are currently reading a thread in /tg/ - Traditional Games

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I should be in bed but I'll make this thread real quick edition

This thread is for fleshba-people of all types to discuss and post links to civilization threads.
>What can we discuss?
Ideas for new races (with pic to represent them), nerfs for races (insects get picked every thread they should be nerfed), buffs for races (trolls need more options to make them interesting!), races that should be removed (nobody plays tengus just remove them already!), and just fun topic in general!

Just don't let it die and we're good
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>>44276678
https://docs.google.com/document/d/1VrRN5onpqE54WOOGWj9GEiNr-myFZJiWMgYji4GSDJc/edit#
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>>44277670
On point today aren't we?
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>>44277670
Previdate
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Bump..

I remember there was talks in the last general about removing some of the races, and putting the rest of them into different classifications for an easier vote.. Is anyone doing it or..?
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>>44280729
I'm discouraged from doing it for the basic reason that I'd be copying meaningless stats and perks that are not backed by anything.
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>>44281309
I guess it was meant more as an easier way to choose what you want to play.

Say for example you wanted to play an undead civ. You just voted for an evil category and then narrow it down from there. It should be easy to do really, even easier if we remove some of the civs entirely like the Tengu or the Elementals..
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>>44281396
Nah that was an after thought by someone. It was originally to remove races no one picks at all, or races that are not compatible with civs, like celestials or dragons. Like I said I would have done it, but I'm a perfectionist so it bothers me I'd be copying meaningless stats like "heals after combat", "eats twice as much" and so on.
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>>44281730
Yeah I get you..

what do you mean dragons aren't good civ material? I run one ;_;
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>>44281730
I consider the two very separate issues. We can discuss all we want about redundant races and useless traits, but I'm just trying to make what we have RIGHT NOW work.

and the googledocs is right there if you want to hammer out specific improvements...
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>>44281790
You run a lizard civ that's dominated by a single dragon.
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>>44282058
Well yeah, sort of.. It kinda went towards a quest more than a civ but the basics are still there
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Sup doods,

fancy seeing a civ-general here, I'm trying something new at this very moment.
Have a look if you like: >>44282102
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>>44282105
I think WoW dragonflight comes close to a dragon civ, but still has problems. An alpha progenitor with numerous children. Drakes, then dragons and elder dragons. They can all turn to humanoids. But still, they're not going to do manual labor and build shit, are they? It's beneath them and they don't need most of it anyway.
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>>44283031
That's kinda what I had in mind.. That's why you only have a wyvern mate.

And about shape-shifting.. you are a looong way from that. But it could be done eventually

The dragon in my civ is still a young adult and as such it hasn't discovered a lot that it can do. But in the end he's a true dragon ruling a small clan towards hell knows where
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How do we lift civilization threads from the intellectual apathy they are currently mired in?
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>>44285313
If you suggest that dada bullshit I'm going to scream
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>>44285313
You must be fun at parties
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>>44285412
I don't associate with the sort of people that go to "parties"
>>44285371
Afraid to try something new?
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>>44285456
Is that cause your a pretensious douchebag?
Or just because you're generally unlikable?
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>>44285456
NEET!
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>>44285493
>>44285549
Rude.
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>>44285592
>>44285412
>>
What is the philosophical underpinning of your civilization?
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>>44282102
Is actually interesting idea. Makes the game a lot less abstract
Unfortunately I am too shit with paint/Photoshop to do this
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>>44285942
I had a similar idea with ol' Blue but i abandoned it due to me being shit at art stuff... I even wanted to have some sort of an inventory system where you could actually see the shit you put on the guy but naah

>>44285928
Dude just.. Fuck off already
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>>44286006
>Tries to discuss civs
>Gets told to fuck off
Nice community you have here
>>
I've wanted to make my own Civ thread, with a few more fey races, and such. Like a rat race that is actually "tiny" and can be kinda similar to the rats in secret of nimh, Also Brownies, pixies, and whisps because why the hell not.
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>>44286035
You're not actually adding to the conversation
A forum based game hosted on an anonymous image site doesn't really have a philosophical underpinning. Since the members of the civilization are all controlled by one entity it is impossible for them to interact in natural ways to create complex philosophical leanings. They CAN be given a philosophical outlook, but it will be forced, artificial, and a waste of time. Besides, the maker of the civ will most likely have a different idea for the civ than the players, who will have different views themselves.
>TL:DR Stop wasting everyone's time you pompus dick
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>>44286662
It's not like there was any conversation going on before. Don't worry, I'll leave you to your dead general with quality posts like this:
>>44285223
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>>44286719
That would be just dandy if you could
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>>44286719
Bumps are important brah
The biggest reason for the general is to give cms a place to advertise their threads
It helps everyone find threads
So good riddance dickhead
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>>44286916
Bumps you say?
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No machine civ today
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>>44278931
Of course. :)

>>44278963
Best choice.
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>>44285313
>>44285371
See >>44277670
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>>44286662
>A forum based game hosted on an anonymous image site doesn't really have a philosophical underpinning
And that's why you have failed.
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>>44290373
>>44290334
>>44290307
Leave
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I'll bump with a Myceanea picture. Was thinking of making a Myceanea civ whenever my machine civ is finished.
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>>44293527
I'd like that.
>>44286916
Frog civ?
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>>44290373
>failed
Look I can cherry pick parts of sentences
And call you an idiot
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>>44293638
I was thinking that the Myceanea would focus on ingestion everything around them with various types of fungus. Their vehicles would be large slime molds with wooden platforms on the top. Their ranged weapons would be fungi that shoot spores that start rapidly growing/eating you alive once they hit you. Some big challenges for them would be their lack of democracy with other races and them having a really tough time when fighting anything nonorganic (machines, crystalids, elementals, ect.). Will be awhile before I start it though
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>>44293995
*infection
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>>44293995
I kinda always wanted to see Jyoti run a Civ based off the shrooms in his Ghoul Civ. They seemed like their own civ running side-by-side the ghouls
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To keep the thread from dying in my sleep I'll post a question.
>What's your favorite civ race? Why?
>What's your least favorite civ race? Why?
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We need a civ on moon. Like our moon. Either Crystalids or Homunculi or Constructs or whatever.

Or cyclops
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>>44295422
There's nothing on the moon anon. A space civ with advanced versions of all the races would be cool though.
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>>44295471
THERE IS NOTHING ON THE MOON BUT WHAT WE MAKE!

Or ruins if outposts or first landings of technology races on moon while we are fantasy. Or every base or such abandoned

Constantly we can see a world in the sky. Either a serene planet or millions of lights on it when the planet is not against the sun. Or surrounded by many satellites or just wrecks of ships and all.

Or planet that looks like it's exploding. Or split into pieces or such. Or held together. Or having something living at its core. Might apply to moon
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>>44295391
I'll humor you.
>What's your favorite civ race? Why?
Demons/Celestials/Angels, I find outsiders interesting in most fantasy games, they generally get to be high powered too, which is my jam.
>What's your least favorite civ race? Why?
Bugs. They're boring, no politics, all the tech is just 'evolve to fix issue'. Even if the OP plays psuedo-tyranids that doesn't make it any more entertaining.
>>
Alright guys I'm gonna start working on the new civ images, but before I begin I need to separate them.
There are 45 races currently. I can separate them as of right now based on a couple of things...
Aquatic, Evil, Beast, Reptilian, Evolutionary, Sylvan.
To explain, I'll use the google docs link
>>
So these will be the separation pages.
There will also be a main page, referencing them all, as well as locations, magic schools, and whatever else.
>Planar/Sylvan: Drow, Elves, Dryad, Fairy, Faun, Centaur, Elementals, Celestial
>Beast: Bullywugs, Catfolk, Vanara, Ursine, Centaur, Minotaur, Gnolls, Tengu, Harpy, Weres
>Aquatic: sAquatics, Naga, Bullywugs, (More to be added)
>Basics: Humans, Dwarves, Elves, Halflings, Gnomes, Orcs, Undead, Demons, Slimes, Crystalids, Machines, Insects, Giants, Cyclops, (Ogres to be implemented)
> Evolutionary: Machines, Construct, Slimes, Myceanea, Arachni, Undead, Weres, Insects
>Evil: Tiefling, Demons, Goblins, Gnolls, Minotaur, Tiefling, Orcs, Skaven, Drow, Vampires, Unseen
>Reptilian: Lizard-folk, Kobold, Serpent-folk, Dragonborn, Dragons (Maybe?)
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>>44296252
Bullywug is there twice?

The basics seem to have a lot of nonbasic races
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>>44296283
If they fit in multiple categories, they'll be listed multiple times.
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>>44296283
I think he's separating them based on what the category implies. If they have some aspect that gets added to those factions.
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>>44296252
if you need suggestions for categories:
>Inorganic: Machines, Construct, Crystalid, Elemental, maybe even Demon/Celestial
>Hive: Slimes, Mycenea, Insects, Zombie/Skeleton, etc
>Tinkerer: Gnomes, Goblin, Cyclops, Kobold, Dwarf, etc
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>>44296582
The more categories the more work I have, I want to limit how many pages there are. Tinkerer isn't a bad idea though.
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>>44297399
Fixed tiefling bar, going to work on making the Basics page.
>Humans, Elves, Halflings, Gnomes, Orcs, Undead, Demons, Slimes, Crystalids, Machines, Giants, Insects,

Will include locations, and the 3 vote thing and title on each page.
>>
Should be asleep,but have this.
>Have massive roman esque human empire.
>No monsters or non humans
>Giant ships appear on the horizon
>Kobolds?
>First contact friendly
>Others show up
It soons become a new world scenario but the non humans all live on their own archipelago island. Their civilizations are all greek city state fighting for supremacy. Been trying to organize a game for months at my local store but all the players are flakey
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>>44297676
Am this anon. I have spent so much time in the human realm however i have kinda left the non humans barebones and have started shamelessly copy pasting other ideas except for the two or three major ones.
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>>44297648
Here's what I got so far. I'll need to fix the bars for most of them. I have extra space left, I could essentially add 5 more races to this, but I don't think I will.
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>>44297851
going to stop for tonight, I'll work more sometime this week. I'll try to get this page, the beast page, and the main page all done this week.
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Any interest in Strigoi Civ? I tried it a while back and got precisely one player in three hours.
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>>44299275
I strongly encourage that you try, and keep trying. No need to worry if you do not get players one day try another day another time, it will take awhile to get things rolling.
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>>44299275
>In Romanian mythology, strigoi (English: striga, poltergeist) are the troubled souls of the dead rising from the grave. Some strigoi can be living people with certain magical properties. Some of the properties of the strigoi include: the ability to transform into an animal, invisibility, and the propensity to drain the vitality of victims via blood loss. Strigoi are also known as immortal vampires.

In a way it reminds me of undead in Divinity lore. Sometimes after one dies, he's risen to undeath and begins his second life. Undead are generally religious as they attribute the holy Perpetuity of the Bone to the Seven for blessing them. They find each other and form an undead civilization. Might be the same, but some are born with extra gifts like vampires or so.
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>>44297872
You're doing gods work anon. Keep it up
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I'm going to run later in the day
Watch the general, traveler
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waterbug bump
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Sea dragon bump
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>>44295557
This anon is right.

WHAT ABOUT ALL THE DISCUSSION THREADS ABOUT ABANDONED LUNAR OUTPOSTS, RUINS AND SPACE BEASTS?

Why don't we ever have Civ Quests about that?
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Haven't hosted a civ in a long time due to uni, anybody in for one in the next 30 mins?
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>>44304998
I'm game
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>>44304998
I'm game if there is moon involved
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Moon bamp
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>>44304998
Where's the quest, Anon?
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Hopper bump
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>>44304998
I heard word of a moon game?
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>>44308803
Machine Civ part 7
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Bumping with a race that miiiiiiiiight be appearing soon in my civ. the map isn't fully discovered yet after all
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Bump with yet to be named
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>>44312727
Marsh Glowstalker?
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>>44312764
Glowstalker is a nice name
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>>44312801
>>44312764
Using this
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Also need a name for this
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>>44312952
Patalchu
I wonder if anyone will get it.
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>>44312952
Rhinoceros Lurker... strikes me as the kind of thing which sits just under the water and then lunges at prey like a crocodile.
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Fuck it these kinds of bumps are working. And this?
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>>44314323
Walking Crowtrap?
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>>44314442
Fish snatcher forest spider
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>>44314442
Can't tell if it's two different species, the bigger one being a predator or if it's an adult and a juvenile playing at the river
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>>44314582
I thought it was him catching a fish. Now that you mention it the little one does seem to be enjoying it
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>>44314323
I got nothing.

>>44314442
Leifich
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Name?
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>>44317392
River Strider? Where are you getting all these cool/alien images?
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>>44317471
/an/ often has speculative biology threads. The one that is currently up on there is called "AW SHIT ALIENS AND SUCH". If you make a request and don't have it fulfilled for a couple days don't be surprised. /an/ is a slow board
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One last bump before bed
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card bump
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I had a thought the other day. In addition to the races, shouldnt we add a mutations/ location affinity/ technology list?

I was thinking about guideline type of charts, because you want to allow players to maintain the freedom these civ threads provide.
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>>44321872
all of those are VERY touchy things to put, because it would be regulating something we have not found an ideal setup for.

I mean, there's been a few attempts, but I really don't have the time to play, say, Beyond Earth and try to bring that system over here.
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>>44323483
To put a system like that you also need numbers to decide when you get them and what they do. To do that you also need a turn cap and decide when a game should eventually end, to prevent power creep and a vacuum when there's nothing left to research. That's the biggest problem I think. How can you tell someone when he should end the game? Either way to build that system you just follow the board/video game design rules.
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>>44321872
No. That will limit the players' choices. Many people find civ games fun because you can do whatever you want as long as it makes at least some sense. If there's a list that tells you what you can build than players will be afraid to be creative. I feel like the way that civs work now is pretty good. It's creative, has a wide variety of races, and opens up a lot of possibilities. Sure it needs to be cleaned up but at least I can build Santa Trollbots
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>>44324773
You could make that argument about any board game, but eventually everyone benefits from some rules and guidelines. The best civ threads so far have been from those that had rules and spreadsheets. The rules and assistance tools might encourage more players to start their own games.
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>>44325003
Im writing a indie RPG that runs like a civ game. All the Tech are, in instance, a bonus to one or another statistic, and only that. in playtests they are working like a charm. The players name what they want, tech it, build and it gives a +1~+5 on one stat (like Farms for Gathering food, or Adamantine Pickaxes that gives +3 to mineral gathering).
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>>44325199
That's nice. What about modular design for units? Something customizable, and tech let's you fill the slots, or come up with new unit template.
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>>44325608
In a light-rpg it would consume too much space and min/max, but i guess you could have like, 3 types of "soldier units" each one with a Char sheet, and slotted.

Like:

- Militia Guards
Combat: d6 + (+1 Iron Arms)
Survival: d6 + (+1 Iron Armor)

- Elite Guards
Combat: d8 (d6+Elite Training) + (+3 Mithril Arms)
Survival d8 (d6+Elite Training) + (+3 Mithril Armor)
Recon d4 (d2+Scout Training)

or something like that, IMHO.
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lets go
>>44326210
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>>44324773
>>44323483
It is true that player agency is the main appeal and driving force behind civs and quests.I think however in practice that feature comes into effect in the long run. At the beginning of most civs start out with pretty much the basics of stone age level society dropped into a barely known world. There isn't really that much room for unique ideas there until later.

It is always about exploring the world, gathering food, improving your home town, and upgrading your technology to something more than sticks and stones. Really not much besides survival, as we know from these games you gotta suck at the start to make the journey feel satisfying.

When the necessary foundations has been established, then there will be a lot more room for ideas.Of course if the civ starts out in a more advanced level or has unique traits and access to more options then more freedom is good.

Making it too vague also often leaves players in the dark on what can and can't be attempted but having everything laid out to the players from the get go defeats the satisfying experience of discovery.

I am not judging either of the two extremes, so far every CM had to find their own way to do it and I think most managed to deal with it fine.
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Bumpitty bump bump bumpitty bump bump look at this thread gooooo.
Bumpitty bump bump bumpitty bump bump down the catalog I know!
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>>44330423
Machine Civ part 8 is up
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I guess I'll bamp
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Bampy
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>>44335130
I don't know where this comes from, but I'm pretty sure it's a novel or something.

>>44330102
Quillaphant
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>>44337404
>>44330102
I'd treat these as largely the same thing for the sake of clarity
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>>44335296
are we doing this?

>>44325199
that doesn't scale well as time progresses, though. How do you account for tech that completely changes how one performs an action and/or creates new actions?

>>44326505
The "stone age" foundations have been laid and relaid to the point that it becomes boring, so there's plenty of reason to streamline it. From there, it becomes an easy framework to depart from to make your own tech system.

So of course we should make a barebones tech tree of some sort: there's just noone around to do it WELL.
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>>44341160
As a drawfag I am a guy who is absolutely terrible with numbers. As a (hypotherical) CM, for me personally I think making a bare bones tech tree would help if it would give me a framework with (to put it the easiest terms) levels and numbers on it's requirements.

For example
"A Level x tech/magic needs f.e. x turns, x population, x amount common resources and y amount of rare resources."

Kinda similar to how RPGS like D&D does the leveling system for characters.

In practice we do not need to have a complex system of levels for each tech because it would only lead to arguments on what counts as which. Is fishing a level 1 tech? Is wheel making a level 2 tech? Is sculpting a level 3 tech? Is mining a level 4 tech? etc. same goes for spells. All of these questions are unnecessary. They would be fundamentally different based on the civ scenario and will be heavily influenced by the race/area/etc.

However having a framework where we could insert the necessary names that are required in the current scenario would greatly help to determine the difficulty and benefit/reward of the chosen action. I am confident that a CM will have the judgment to know what is very important and what is extremely important/valuable and what is minor.

But this is only my opinion, I think this would help me.
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>>44342960
Is up again, if anybody is interested.
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>>44341160
I'd like to see the Hirudo or Miga(flyfolk) used in something.

Worked really hard to make them believable
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>>44344087
Then amke your own civ with them

Did /tg/ go down for a while for anyone else or was that just me?
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>>44344495
I totally would if I didn't have an ongoing quest and a civ on hiatus I need to get back to
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>>44344495
It went down for me as well.
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>>44345339
/co/ was down for me too but /b/ /an/ etc were still up
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>>44344495
/tg/ went down for me too earlier but it's been storming all day so that might have caused it
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>>44347602
Part 9
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Bumpin with slothmen
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Alright chaps, some of you may have noticed my absence from posting Overlord Civ. Truth is christmas plans are getting in the way.
I still want to get some more progress going, get a base of operations, grab all the core hives, introduce more NPCs, ect, so I'm not gona bitch out of it just yet.

Also I have the intention of making a CIV OP image using some old content I brewed up awhile back. And on that note, whoever makes these threads should also include links for the current image of all the races with their stat stuff or whatever else.
>>
>>44354300
Loving your civ keep it up. Also, sorry about not including separate images for each race. I only made the thread because it was needed
>>
>>44341160

>>44325199 here.
Example please so I can be more specific.
>>
>>44276678
Would anyone be interested in playing a classic civ, with one of the old school races. I know its been like a year since Ive posted a game, but I have an itch to run a game
>>
>>44358151
>doesn't scale well as time progresses
from 1d6+2 vs 1d6+3
to 1d6+57 vs 1d6+49
there is a threat of power creep, and it kinda breaks immersion when numbers start getting big.

>Completely new action
You can now produce electricity.

>Completely changed action
this one is a little less clear cut. While in real life, a weapon that fires 500 meters further than the enemy's completely revolutionizes war, people all too often just add a miniscule + to ranged combat.

Same goes for the switch from hunter-gatherer to farming, or barter to currency.
>>
>>44359407
I'm not saying you should.. but you totally should
>>
>>44359407
By classic you mean? And yes

Orcs, early game of diplomacy, mid game of conquest. You start as fractured specialized clans, marginalized by the greater powers that be. You unite all the clans under your banner to form a great orcish faction. One clan favors Shamanism, and another favors demonology. They're at war with one another and you'll have to ally with one and eradicate the other. Another clan breeds large wolf mounts, and is at war with a clan made of seasoned blacksmiths. Another clan is led by old traditions and you must challenge the warchief to a duel, etc. You're one of those clans and you choose your perk and customize your army by deciding who dies and who joins
>>
>>44359407
no promises right now, as I have my christmas ahead of everyone else, but that conversely means I might be around if anyone's alone on christmas and wants to run instead of go out and have a life.

>>44359569
this is okay
>>
>>44359689
>>44359569
>>44359429
>>44359938

Alright heres the link guys
>>
>>44359428
Ok, I see your point.

Well, lemme first say again. Its a tabletop rpg. I tried not to make too complex.

All rolls are made this way

XdY+Z , where
X is the number of "squads or units or armies"
Y is the Race + Training + Perks dice
Z is the Equip/Tech

The Cap that I got until now: d30+20. In 53 turns

I may have to mess with the dice to obtain a more balanced curve. Roll a 1d20 is wilder than 2d10.
>New Action:

In this example you got a new Source of Energy. Its not a action.

In this especific case, you have a coal mine that you get Coal => a Energy Resource .
Lets say 1 coal = 1d4 energy for your city

You discovered eletricity.

Wow! We´ll use to power up lamps and shit. Lets build a coal usine to turn coal => electricity

now 1 coal 1d8 energy.


But back to actions. I pondered a little about this. You are right. Some tech WILL create new actions. I just didnt realize WHAT they could be. All I perceive is that new tech make actions be MODIFIED, not create new ones.

>Completely changed action
Yes, about the scale again. I understand. I need to ponder about it.
>>
>>44360262
not saying you need to add stuff if you're trying to keep things simple.

It's just a matter of pacing tech and powerups and knowing when to end it when your system cannot support it, or when to "reset the board" and work with a new baseline.
>>
>>44281957
Long time no see crog
>>
>>44361153
nice to see you. Technically I never left, but I've mostly been too busy/tired to participate in civs.....at all.
>>
Soooo... anyone up to brainstorming a research tree?
>>
>>44362843
Hit me.
>>
>>44363102
Well I was kinda expecting for ME to get hit first..

Although I remember Jyoti had a good one in his Ghouls, but I can't seem to find it on suptg anymore
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>>44363150
I like RTS tech formulas. Where the building is crucial. HoMM also does a similar tech tree.

Perhaps begin with a plotted out list of faction based units to tack unto buildings or design a building to train/house specific units. Thoughts on that?
>>
>>44362843
http://suptg.thisisnotatrueending.com/archive.html?searchall=death+among+the+stars
>>
>>44363234
I would actually go with making different biomes use different buildings and tech specs. For example a well is more important in a desert biome than in an icy wasteland..

What I have in mind now is that certain buildings should unlock some researches. But I don't really know how to make that workable,

Another thing that eludes me is magic research. That stuff is HARD


>>44363323
Cheers mate but I'm looking for his first quest. The one with the red throat ghouls
>>
>>44363354
Magic just needs to be leashed down to more workable terms. Participants will waste no time applying magic to fucking everything, so you have to lay down a metric of limitation. This easily lets you bar magical things for research rewards instead of vaguely saying ITS MORE BETTER NOW. For example, say that the civ has powerful magic but can only do it once before needing time or actions to do it again. Perhaps research lets you expand the max usage before that need arises.
>>
>>44363354
>>44363150
Check 4plebs by searching Jyoti
>>
>>44363462
K thanks!

>>44363439
I did something similar in my head where you can use your "magic" as a weapon (fire bolt, lightning bolt, yada-yada bolt), but for more varied results and spells you need to channel a lot of energy. and that is done in multiple ways with a multiple array of results.

You can go ahead sacrificing thousands of slaves to make your crops better. Or etch runes and do some gimmicks on weapons and armors to make them channel energy. Or have rituals, fasting and pseudo-prayers to inspire the men before a fight. And this way it's actually closely tied to the civ's level. You can't sacrifice the thousand slaves if you can't get 'em
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>>44363560
But really I just ripped off SlowCm's Tech tree from his Giant and Lizardfolk Civs
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>>44364034
wait a fucking minute

Weren't Slows Lizards sun worshipers with castes?
Are the Sunscale from your Death Among the Stars quest the same lizards?
>>
Odd, if you read this, what are your current plans regarding the Grand Kingdom game? Will it be continuing post-Christmas?
>>
>>44364034
Hey, it works!

Hope you don't mind me stealing it from you then
>>
>>44364645
Go for it. You'll have to change it somewhat to fit your setting
>>
>>44363354
>Another thing that eludes me is magic research. That stuff is HARD
try the errata section of the googledocs

magic is the one thing that should never have a "max" level. And no matter how much you research it, it's kinda dumb for any old joe to be able to cast an inferno, with or without cost. In a way, you have to think of it as a lever: We've gotten really good at making levers, but the basic premise and application haven't really changed. It's still, y'know, a lever.
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Bumping with Santa Trollbot
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Harpies could get some flavour, I was thinking to invert the roles in society "males" can inseminate and lay eggs so usually females go to war.

read male as futa
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>>44364268
....I can neither confirm nor deny any such allegations
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>>44367343
Whatever boats your float.
>>
Bumpy
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>>44367343
lemme rustle up some notes

Two talons and a vestigial thumb on the wings for grasping small objects. These are generally used to put things in and out of their waist bags, small items that aren't heavy. Maximum would be a medium-sized potion, and that's with both "hands". This allows them to be messengers and looters.

Thus, they can use a limited number of somatic components, but their main form of magic focuses on singing and ritual dance. This makes them more vulnerable to silence and binding effects, but some harpies learn to incorporate dancing into their ability to dodge and fight, gracefully weaving in and out of the fight while casting minor spells.

Their main form of physical combat lies in their foot talons and claws. Leaping kicks, savage rakes, and quick takedowns, although they have difficulties finishing off someone on the floor.

In-flight, physical combat is replaced by making full use of a harpy's foot dexterity, similar to how arm amputees get really, really good at using their feet to do stuff. Slinging bolas, explosives, and dust bags are all fair play.

If they like to charge or play chicken, they can carry light spears and "joust" with other targets. Actually hitting has a severe chance of leaving both parties vulnerable to another attacker, so it becomes a game of chicken to see who is willing to take that risk.

There have also been tales of harpy archers, capable of wielding bows using their feet. The taller tales have them holding five arrows in one foot and at a firing each of them before taking the long process of retrieving more arrows from wherever they store them, but the common belief is that they use magic quivers that puts an arrow in foot automatically.

but let's be honest, this stuff doesn't really fit in a civ pic
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Merry christmas boys. Soon I shall have a new civ list you guys can play around with.
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>>44297648
>>44297851
friendly reminder to give credit where credit is due :)
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Merry Christmas everyone!
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>>44370934
>Their main form of physical combat lies in their foot talons and claws. Leaping kicks, savage rakes

The main problem here is that unless it's hyper evolution, there's little to no room for using your finger nails. One would assume that if you're building a civilization you'd rely on tools and shape your environment. Spears do indeed sound like good weapons for harpies, and later on also dropping bombs, hot oil and bows if this harpy version has separate arms and wings. Could talk about culture as how harpy archers must have their talons removed so as to not ruin the bowstring, and how it makes them look in society.
>>
>>44373329
Properly maintained talons are vicious things, and keep an important aspect of high strength:weight ratio.

Eventually, they can dull and/or cut them down in favor of archery and worn metal talons, but natural talons would take a while to be phased out, much like how muskets did not immediately replace swords nor bows.

As low weight setups are so highly prized, venom might be a more favored tech progression over making the same melee weapons in metal.


....if you meant that talons make it difficult to use actual tools, well we have castes, don't we?
>>
>>44373368
Wrong thread?
>>
>>44373395
report and ignore.

....although whoever this bot is seems quite effectively evade bans.
>>
>>44373395

Every thread.
>>
>>44373387
>Properly maintained talons are vicious things
But once you deal with someone wearing armor of any kind? Once you may need to parry or push your weapon against theirs? I imagine talons would phase out with the introduction of metal tools, but might still have a cultural aspect, perhaps by shaping the metal weapons like a large harpy talon and using it to carve shoulders/heads on the fly. Maybe even hook the victim and fly with it a short distance. Either way, when you transcend the physical tools nature gave you and move to use items, it's the best marker that you have civilization. In a civ game it would feel mm... like a failure I suppose if your harpies are still relying on their talons. I'm not sure I'd address weight issues since it's a micro logical detail in a fantasy setting. Harpies aren't really meant to fly logically anyway.

And no I was just wondering how archers would be treated in harpy society initially and later on. At first they're humiliated for being defanged, and in any brawls they'd be in a disadvantage, but once they score military victories they'd be honored and being detaloned would be a mark of sacrifice and worth.
>>
>>44373487
metal tools are superior because of their durability, sharpness retention, and density. Density is important because you can pack a lot more weight without having size and leverage issues.

>sharpness
from what I understand, bone and keratin are superior in the pure sharpness department for a long, long time. Retention is where they fail, since they lose their edge much faster. So for short battles, early metal equipment loses out.

>durability
Metal definitely wins out here. While swinging around a dented claw is still feasible, if that claw is still attached to your foot it could be pointlessly excruciating and take much longer to repair.

>density
This is the "against armor" part. Really, it's the weight and force that punches through armor. Metal tools are clearly superior because they can concentrate more weight into a small point. Except that the harpy's carrying capacity has not changed. If you made a heavy enough claw to punch through armor, flying would be....difficult. Unbalanced. Lop-sided.

Not saying that natural claws can pierce armor, just that harpies wouldn't pick a native habitat where they would really have to deal with such occasions unless they can drop said armored foes from a hundred meters.

They're innately poor against armor, that's just a result of their background, history, and biology. Adapting to that would require a complete shift in combat techniques. I recall that in Battle for Wesnoth, a caste of dragons completely encase their body and wings in armor while carrying heavy weapons, never flying. That kind of drastic, contradictory change.

> I'm not sure I'd address weight issues
and that's your choice. You're deciding that weight is not an important realistic factor while keratin vs metal is, you realize? We can run on different levels of "realism", and mine accounts for weight, while trying to address harpy flight as best as I can.
>>
>>44373643
I'd say a harpy relying on a metal talon in flight is a lesser offence to weight consideration and flight capacity, than allowing a harpy to fly in the first place. So just by having harpies you already don't take weight as an important realistic factor.

I wouldn't give them heavy armor of course. At the very best I'd give them light leather for the torso, and keep their weapons think. Bows, metal talons and spears.

>just that harpies wouldn't pick a native habitat where they would really have to deal with such occasions

It's more of a developing situation I think. Their civilization develops shoulder by shoulder to other civs. Eventually there'd be a clash and they enter a conflict, and find ways to gain an advantage. You already have a habitat, say a large even side of a mountain you carved a city into for the last few hundreds of years (like a hive of nests), and then these two legged creatures show up and harass you, or you find them and want their food and shiny gold.
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>>44373773
>So just by having harpies you already don't take weight as an important realistic factor.
I disagree there. Between hollow bones and no arms, the main problems are leg length and POSSIBLY neck length. If you put them somewhere between Ostriches and actual flying birds, gliding is very possible, with flight only a little suspect.

Other than how evolution would result in such a path, of course.


>It's more of a developing situation I think. Their civilization develops shoulder by shoulder to other civs. Eventually there'd be a clash and they enter a conflict, and find ways to gain an advantage. You already have a habitat, say a large even side of a mountain you carved a city into for the last few hundreds of years (like a hive of nests), and then these two legged creatures show up and harass you, or you find them and want their food and shiny gold.
>hundreds of years
and your point is....? Not seeing how this conflicts with "They're innately poor against armor, that's just a result of their background, history, and biology. "
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>>44373948
Oh well. that's just a fantastical argument, though I still don't see how they could realistically fly. Silly argument anyway since it's a world where magic and dragons exist (and they *really* can't fly). The main purpose, more than anything, is to give the possibility of upgrades and technological advancement for the sake of a civilization image. Plus, my version of harpies would also separate wings from arms, to give them better tools for civ building. To each his own then.

>and your point is....?
When you said harpies wouldn't pick such a native habitat where they have to deal with such threats, I specified how it would come to pass.
>>
>>44374104
>When you said harpies wouldn't pick such a native habitat where they have to deal with such threats, I specified how it would come to pass.
yes, after hundreds of years. After they've created a tradition for fighting. Hence, "They're innately poor against armor, that's just a result of their background, history, and biology. " by the time they start interacting on a civ scale with other races.
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>>44374132
>yes, after hundreds of years.
Thousands even, and metal armor and all that is of course slightly deeper in the timeline so I thought it was self evident. The talons of course wouldn't work on heavy armor, which is why they move to metal weapons (if we pass over the fantasy disagreements). Don't see how it makes them innately poor against armor any more than humans (unless it was written in respect your vision in ways other than biology)

What would hamper them from a historical and background consideration? I can only think of underground ore mines not quite being the place for harpies. Then again even gnomes had to start somewhere, and there are always slaves.
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>>44374206
that the terrain is poor for armor

>cold winds
>steep falls
>need to climb
>other side can fucking FLY

for hundreds of years, they do not need to seriously counter armor as they can simply harass from the air, cause landslides, and throw people off the mountains. That is the historical/background part.

When I say innately, I mean that on a big picture scale, they would start off poorly prepared and incompatible with developing heavy metal equipment. This would level off as globalization takes into effect, but the disadvantage still persists in terms of working around the weight problem.

They may know of metal, and have perhaps worked on it, but what metal they have would have focused on making the same tools and gear with smaller volume and same weight, until they start interacting with other races on a tech level.
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More monster and less girl for start, like for example no boobs tho ill imagine them without beak.

Low knowledge of metalworking, as you guys said, no more than wooden spears with metal tips.

They may live in a literal social pyramid, where the higher social classes live in the top, and in the the plain earth slaves cultivate for them.

So maybe conquest and enslave "inferior" non flying humanoids to work the fields?


>>44370934
I would imagine them with hands AND wings (something like pic related) tho it looks like "too much evolution points" if I explain myself.

I read in one of the image that they are basically glass cannons, so something like that, charging from the sky with their talons or spears into the enemy formations or groups, breaking them (and tons dying in the procces)
>>
Bamp !
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So where is moon cyclops civ?

Or any moon civ?
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>>44376155
CyclopsOP moved on from that civ
>>
Bumbing
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>>44376407
Who moved from what?

Link?
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>>44377700
IM not sure but I think he mean the OP just abandoned that game

Bump with some harpies
>>
Someone start one. I have time to play today. First time in months.
>>
>>44378281
There was actually Cyclops Civ Quest on the Moon?
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>>44378424
Not on the moon itself. Moon was heavily involved though.

Space-elves from the moon
sub-race of cyclops that were Moontouched with blue skin and two heads
Cyclops helped re-terraform the moon into it's former life-abundant state before the moon-elves fucked it up with their magic industrial age
Met and possibly fucked the personification of the moon
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>>44378420
Someone did one and there were insects, even though everything is nice I dont really like how it is going. Still better than nothing.
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>>44378467
>>44378424

Look up Cyclops Civ on suptg, it's pretty great and been stated as the inspiration for a lot of CMs.

Was considered one of the best Quests/Civs
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>>44378467
Well fuck that. I want a civ quest on the moon
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>>44378518
I did have the idea for a mushroom-men civ on a moon.

Moon would be raided quite often by the natives of the planet the moon orbits
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>>44378535
I like it.

We need more civs on the moon
>>
>>44378518
>>44377700
>>44376155
>one panch meme
>/a/
please go!
>>
What are the rules for these games normally? I lurk sometimes but have never really understood how freeform the games are. Do the stats mean anything rules-wise or are they just guidelines for the GM?
>>
>>44379065
More like guidelines, every GM changes a bit the game, sadly is the best we have. Idk if theres sone place to play something like this.
>>
>>44379065
Stats mean absolutely nothing. The person who originally made the chart did a half job, or only a concept draft that was never completed. This means you fluff it yourself until one day someone comes up with something workable. I'm contemplating doing it myself based on work of men better than me.
>>
>>44379065
>I lurk sometimes
>What are the rules for these games normally?
I still have trouble believing the former when the latter is asked
>>
>>44379644
Really? Why? Rules aren't discussed at length in civ threads, sometimes they're not discussed at all. Are you saying that occasional lurking should be enough to know the rules?
>>
>>44379703
exactly: there is no such thing as "normal" rules. To say there is would mean at some point we agreed to certain practices, and we haven't.
>>
>>44379770
But how would I know that from just lurking sometimes? I never asked anyone about it until now.
Just seeing a lack of people discussing rules wouldn't indicate that there were no rules at all.
>>
>>44380166
....okay, I guess it is a difference in perspective?

When I first saw civ games, I didn't think "I want to copy exactly how they do things". I thought "Some of these mechanics are fun. But I would do X, Y, and Z differently. So that's what I'll do."

Why is there a need to know some supposed "right" way? It assumes that everyone sat down and decided so, and we're on an anonymous board here with tons of people coming and going. In this type of environment, being old does not necessarily mean you are better than the new guy.

And if you're doing "research" to make your own system? For one, that requires asking "How do YOU do X?" instead of what is "normal" for said mechanic. It is also expecting a lot for someone to have collated a pastebin run by a collection of unrelated anons who also haven't really collated their own works. A pastebin would be nice, but if there isn't one, and you would know if you've lurked since that's the kind of thing posted in the OP of every general, then there isn't one. Besides, getting your feet wet immediately teaches the first few lessons, as much as I dislike going in completely blind.
>>
Would anyone be interested in a more modern/sci-fi civ, based on going around either an apocalyptic wasteland, a desert planet or in space in search of scrap and suchlike?
>>
>>44381232
I would love that. Especially if it was just the normal civ races in a post-apocalyptic setting. Fuck that would be sweet.
>>
>>44381232
Yes. Do it.
>>
>>44381232
I'm having a Dune vibe for a while now so that would be welcome
>>
>>44381232
Mad Max Fury Road
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>>44381232
Perhaps. I sounds kinda cool.
>>
>>44379770
Well, we agree on some stuff.

Oh, wait. No we don't. Lol
Part of the tg charm m8.
>>
>>44381286
>>44381311
>>44381336
>>44381347
>>44381373

So Post Apocalyptic Scavengers/Raiders with a selected civ race. Do we want Fallout 1 Post Apocalypse, society barely rebuilt or only just destroyed, or New Vegas, with a new society building itself, along with new nation states?

I'll be running this on GMT sometime around noon. So roughly ten hours from now.
>>
>>44381425
Just destroyed. Always had more fun with that.
>>
>>44381425
Just destroyed.
>>
Alright. How does this sound?

''The world has been scoured clean. Few remember it happening, or at least few that remain alive. All that is known is from those first men and women that climbed from the desiccated remnants of dwarf holes and kobold tunnels to see the world as it is now, a grand desert dotted with ruins, oases, and the twisted, scrapped remnants of vehicles from The Before. It has been a matter of months so far, and the first few groups have formed, old racial bonds bringing people together, and tearing groups apart, and anarchy reigns supreme.

Your group were lucky enough to find refuge in [Appropriate Racial Hiding place], and ever since you've [INSERT RACIAL THING HERE]. Starvation, the ever present specter, is beginning to rise in your ranks, along with pestilence and the fear that follows it. Now, the few of you hardy enough to survive the scouring, and the chaos that followed, have found yourself in the ruins, searching for scrap to peddle of to merchants or to use for your own purposes.

It remains to be seen if you'll become great, the new masters of the world, or fall to become but a perpetrator of it's further fall.''
>>
>>44381623
Good start m8
>>
>>44381623
I find very hard to imagine it with another race that is mot humans
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>>44381623
I like it. Excited to play it
>>
>>44381658
Steampunk-ish perhaps.
>>
>>44381232
>>44381425
>>44381623

Aww shit son.

That sounds great. Would be better if it was on a moon, with abandoned outposts, ruins or such. Even higher danger if special suits are needed to survive, although that part can be ignored.

But your setting is great...

I still wish fantasy or such races on future/post apocalyptic scenario moon.

The race sees remains of human or such civ on said moon or there are visits to the moon by race from planets, who knows
>>
>>44381732
I am kind of sad we never got to see Elfmoon in cyclops civ.
>>
>>44381658
Machines?
>>
>>44381658
Fortunately, The apocalypse means I don't have to go into immense detail on the multi-racial future society before the apocalypse. If you're Orcs you'll be a more clan like entity with stronger soldiers and worse technology, probably more construction equipment from pre-scouring racial discrimination. Or Kobolds, who would essentially have fuck all but numbers and trash. I can imagine them working as waste disposal or sewer workers, in massive warrens in the trash or sewer walls. I can make it work, I hope.
>>
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>>44295422
Cyclops was the best shit

God damn I wish that had lasted longer
>>
>>44381929
Archives, archives, nostalgia, and the pain of loss.
>>
>>44381623
If it's a fantasy post-apoc would the pre-world be something akin to Eberron with magic fueled cities?

I'm totally seeing the group controlled by the players as either Vault dwellers, survivors who've been down in a simple protective shelter, or wastelanders trying their hardest to survive out in the manawastes and ruins
>>
>>44323483

civ games don't last long enough for what amounts to milemnia of tech progress to happen

a tech grassland of sorts would work better, just a compilation of an awful lot of possible tech developments with little prerequisites, and ony a handful techs that require a bunch of others. If we have enough low level techs, the higher ones are better left undefined so that the CM and players can come up with something crazy using whatever tech building blocks they have available.
>>
>>44381985
>archives
thats how i feel the nostalgia m8
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>>44297648
I would totally go for a Construct Civ.
>>
>>44381286
>>44381311
>>44381336
>>44381347
>>44381376

Right, so who is interested in this, and here at the moment?
>>
>>44388150
Me. Not entirely a fan of post apoc, and more space. But any civ thread is a blessing. What races could be cool for the setting? Machines and those hummunculai sound like they'd fit well.
>>
>>44388150
Just woke up and I should be free for about 4 ish hours.

I'm the third guy in there btw
>>
>>44388150
Here. I have all day.
>>
>>44388150
Im here
>>
>>44388183
I thought that Myceana would fit amazingly in that setting.
>>
>>44390269
I can't get into the shrums'. The cqs I've seen with them were OK, I just can't understand wtf a shrum would want to do. And its hard for me to picture a map dominated by big colorful shrums.

That's just me tho.
>>
>>44390311
Fair enough.
>>
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>>44390311
>>
>>44381623
Will it be blasted wasteland or nature retaking the world post-apoc?
>>
>>44390269
Hey senpai when is Machine Civ?
Tonight?
>>
Bamp
>>
>>44395204
7
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hi i'm not posting in the civ thread but this is quite active so I'm asking a general /tg/ question as I didn't want to make a new thread, sorry civ fans
what's the name of the wiki with all the /tg/ related stuff, like 4dchan or something I can't remember, thanks
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>>44395254

1d4chan.
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>>44395228
Central time?
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anyone else hoping Jyoti runs Ghoul Civ again next year like he saidh e would?
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Family issues came up. No machine civ today. Dog had a seizure
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>>44396327
Oh man that sucks
Hope everything works out senpai

See you tomorrow I guess
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>>44276678

I don't think all races need to be balanced. Things like dark elves, demons, vampires and minotaurs are supposed to be overpowered. Things like goblins, insects, fungi and undeads are supposed to be mostly crappy and die in droves. Stuff like cyclops, celestials and dragons many feel shouldn't even be listed together with the rest as they're ridiculously overpowered compared to anything else outside their ridiculously overpowered group.

If any balancing is needed then it should either be done in tiers (subpar, normal, excepcional and ascended or something like that, they`re balanced within the group) or exclusivelly through breeding - stronger stuff breeds slower or have heavily restricted numbers somehow.
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>>44395819
jyoti will definitely run ghoul civ again, its really all about when
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>>44381232
Post-apocalyptic settings suck.
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>>44399754
You know this because you have experience with every post apocalyptic setting and game?

Or are you just being a douche?
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>>44399157
He should probably do a recap thread
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>>44399792
The genre as a whole is stupid. It's worse than steampunk.
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>>44399841
o....kay? Do you have an example of what you PREFER rather than post apoc?
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