HomeCalendarFAQSearchMemberlistUsergroupsRegisterLog in

Share | 
 

 Explaining turn #3

View previous topic View next topic Go down 
AuthorMessage
Admin
admin


Posts : 1997
Join date : 2009-06-28

PostSubject: Explaining turn #3   Wed Jul 22, 2009 4:29 am

Looking at the basic Data:

The basic data has changed a bit again. Now that drethnor has some domesticated Dread Vultures living with the people we are tracking both the wild and tame populations. But the really perplexing bit SHOULD be the faith and fear points again.

If you were keeping track he spent a total of ten faith points and two fear points. So how did he wind up with just one fear point this turn? It really doesn't add up. It's also odd that the faith and fear point (equations) have THREE numbers in them this turn! What happened here?

What happened is that the way his people look at the god changed dramatically this turn. His actions the first turn giving them food, followed by his actions this turn teaching them helped earn him more faith, but domesticating the gods horrible "Dread Vultures" reduced their fear of him, and as they became a meat eating warrior culture fear became respect and thankfullness.

Some of the points that had been fear actually TRANSLATED into faith points over the course of 100 years. No points were lost, but the gods power is shaped and maintained by the people and as their attitudes and views changed in relation to the same creatures and events the distribution of points shifted.
Back to top Go down
View user profile http://johnshome.forumotion.com
Admin
admin


Posts : 1997
Join date : 2009-06-28

PostSubject: Re: Explaining turn #3   Wed Jul 22, 2009 4:36 am

Looking at the description:

This is the first time that we tell Drethnor specifically that each turn is lasting 100 years. Time in the early game passes quickly and 100 years is standard, later as things speed up turns could last a lot less time!

However the important bit is that this is a classic example of actions not working out the way that you intend. Drethnor made his actions to address the problems of malnutrition, accidents and disease wiping out so many of his people. He gave them spears to fight off wild animals he thought were causing the accidents, and helped them hunt down more food in the form of killing animals with the spears and with domesticated vultures.

Sure eating fresh kills did cut down on disease, and accidents did eventually go down but . . . the initial trial and error of hunting caused the accidents to go UP at first, and an all meat diet has actually increased the problem with malnutrition. So population has decreased and the big change is in his peoples attitude, almost by accident Drethnor is starting to develop a warrior culture.

It's not actually a bad move and a more experienced player could have done the same thing on purpose, but here it illistrates that you don't always get exactly what you expect. Fortunately the player doesn't seem too upset at what happened. He's just determined to address the real problem NOW!
Back to top Go down
View user profile http://johnshome.forumotion.com
Admin
admin


Posts : 1997
Join date : 2009-06-28

PostSubject: Re: Explaining turn #3   Wed Jul 22, 2009 4:42 am

The Conversation:

Here we see the player starting to learn the ropes.

First he's using the internet to get some idea of what his people might be really facing along the path they are walking down. In most games that wouldn't work well, but since we have humans on real earth Deities have a lot of "mysterious" knowledge we won't question too closely.

Then he's starting to get an idea of what certain actions cost. He hasn't done a lot of things, but he's playing it safe and mostly using the same sort of actions, and keeping track himself of what he THINKS he's spent so he won't have to redo the turn later. He's also starting to actually SUGGEST ways that he might lower the point cost for his turn. If he hadn't thought about it he probably would NOT have gotten that discount.

Finally he's thinking ahead and trying to specifically craft his actions and message to accomplish a specific goal. He wants to deal with malnutrition without adding vegetables back into the diet or stopping their nomadic wandering. He's very specific about how he is teaching them to herd cattle, how they safely get the cattle with his help, and how he is going to act to prevent them from getting too much disease from living in close proximity to the creatures.

If he hadn't been so specific he might have got a dysintary epidemic from drinking bad water or other disease from being constantly surrounded by cattle feces. As is he's done a very good job of limiting the problems his people will have.
Back to top Go down
View user profile http://johnshome.forumotion.com
Sponsored content




PostSubject: Re: Explaining turn #3   

Back to top Go down
 
Explaining turn #3
View previous topic View next topic Back to top 
Page 1 of 1
 Similar topics
-
» Saxon: Turnups, Snig Hill, Sheffield. 1985

Permissions in this forum:You cannot reply to topics in this forum
The God Game :: Open Discussion :: The Museum :: Sample Games from Round Zero :: Sample Player #1-
Jump to: