"Don't Cry for me Argentina!"

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Parmesan is the most edible cheese when you're eating nothing but.

I have some great hangover memories about eating a whole 200g piece with nothing else.

Speaking of which, I need some parmesan for when I wake up tomorrow because I'll probably be sick as a dog
 
I do game. Look at game.
 
Might get a pre-thread out by next weekend at the earliest, won't start for realz until a week or so into February.
 
You do realise you are tempting me to play necro again just so I can sell Omega and Tyo zombie bombs, right? :mischief:
 
:love:

Tis a good overview, although some details are wrong, or not entirely right, and precisely a bit more detail is lacking in order to be able to get the full picture.
 
Coming this February… Perhaps...

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Wonders of a ravaged world
will very soon, without a doubt
reside within your hands



Dev Diary 1: MAGIC
Before the game begins, everyone has had some contact with the elusive power of magic for as long as they can remember. But its functions have always been so ambigious that skeptics could easily deny the existence of it. You know the type. “So we burned those leaves and called that invisible god, then happened to win a battle where we were outmatched. You know what that is? Dumb luck. Or a skilled captain. But magic? BAH!”

But when the game begins, something changes, and we enter the revolutionary and wonderful age of spellcraft. Somehow, the power of magic can now be wielded as day-to-day incantations, as civilizations learn more and more about the secrets of the laws governing the world.

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Each player has a MAGIC stat. It looks something like this:

Alpha stats (Not representative of the final product) said:
Nation: The Sylod.
[...]
Magic: 3 spellpower. Distributed among non-military diviners under the Sylod college tradition.

Before I say anything else – yes, this dev diary is intentionally vague about the nature of magic. The biggest part of the game is exploration and research – the wonderful mystery of how magic works is intentionally mysterious and wondrous. Figuring out what makes the world tick is fundamental for having fun in the game, and for your long-term success.

Similar to how EP often is an abstraction of economic prosperity, Spellpower is an abstraction of magical mastery – it has to do with your available magical resources, your number of magic users, their capability, and your knowledge about the magical laws that govern the world.

So what does the Magic stat do? First, spellpower is used for the spells you cast. Each point of spellpower accounts for a certain amount of energy – An amount of energy currently undisclosed. ;)

But beside spellpower, magic can only be used to the degree of your understanding of the world. This is what the magic description is for. The magic description notes what “scientific” tradition you belong to, and is tied in to your understanding of the framework behind the world. Each magical tradition will be outlined in a separate post along with religions, races, natural wonders, ruins and all that stuff that is part of other environments than the individual nations in question. Several traditions – understandings of the world – may exist for a very long time, as the magic system is complex enough for people to misunderstand it, yet still use it to some degree. Different players may vow to different traditions, or the same. And magical usage varies accordingly. The Sylod in question may master the weather, which has its uses, but have no clue how to make spells effect bodies, leaving them great and prosperous at farming but vulnerable against an enemy that can curse or poison them.

So how do you improve or change your magical tradition? It so happens that your spellpower is used here as well. Magic is a strange thing – understanding it requires understanding of the tissue behind the world. In order to research magic, you have to use Divinations. These are special actions that are akin to experimentation as seen in the scientific method. But they work a little differently.

You can perform a number of Divinations each turn equal to your unused Spellpower. Each Divination is an experiment, which you have to describe in your orders, but you cannot fathom the workings behind the experiment unless you Divinate while doing it. The reasons for this… Who knows. Up to you to figure out.

Thank you for your attention. I'll see you next time… Where we go over ANGIOT's PvE content.
 
anybody finna do a pdox iot game thing?

here are some guidelines i thought up

you cant be broken countries (france, england, etc)
OR
we can only be broken countrys
OR
not have any limits aka the yoloswag route

as for scheduling I think weekends would be best
I think if we get more than 4 people aboard, we should play games at the scheduled time if >50% of us are on, if not then we dont play since whats the point

if 4 or less are up for it we just play when everyone's on

does this sound ok
 
I wanna be the Teutonic Order. Alternatively an Incan minor. Haven't played Inca since their religion got revamped. Totally in favour of no broken countries
 
How did that MP with Thlayli go?
 
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