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 Explaining turn #2

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Explaining turn #2 Empty
PostSubject: Explaining turn #2   Explaining turn #2 EmptyFri Jul 24, 2009 7:58 pm

Looking at the basic Data

Wow! What a change. Lets take it section by section!

Reserved Points: 1 Maintaining crytal aura

This is a note reminding us that every turn Mesnoth has to spend one of his precious faith or fear points to maintain the aura radiating out from his crystals and thus be able to see what is going on in his area. We should assume that the other effects are all tied up together with this as well since they were created in a single action.

Faith: 18 (0+19-1)
Fear: 0 (0+0)
Population: 22


This part is familiar. Mesnoth has no fear points because the people look upon him as their saviour and he has a lot more faith because he gave them gifts, taught them useful skills, and made them feel safe. However for some reason he's got a lower population this turn.

Projects: Learn Weaving Bowls/plates/mats done turn 3, develop weaving lash together cottages done turn 4

This is new! Mesnoth gave his people a few tips and got them researching for themselves. Having the people learn something is cheaper than teaching it to them yourself in a vision or something, and it gets more of the people involved in the process, it can also get them to come up with unexpected uses for the technology themselves . . . but it takes time. In this case the weaving is going to take 200 years (2 turns) to go from simple baskets to full fledged houses without more help from the player. It's a different way of doing things but it has some good points.

Technology Lost: Obsidian Knives & Scrapers

This is also new. The people have settled on an island without ready access to the obsidian they used to use to make tools over the course of 100 years they have forgot how. The children who are not the older generation never learned and there were so few original surviving adults that the lore and even the ancient relics have been lost in favor of the "new" knowledge given to them by their god.


Last edited by Admin on Fri Jul 24, 2009 8:52 pm; edited 1 time in total
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Explaining turn #2 Empty
PostSubject: Re: Explaining turn #2   Explaining turn #2 EmptyFri Jul 24, 2009 8:05 pm

Looking at the Description

Here we find out why the population is so low and the faith so high! Mesnoth waited till his people hit a certain spot to start acting so they had a longer time without his guidance wandering through the Sahara savanah and down into the Niger Delta region. The new area also had a lot of sneaky predators and a higher risk of disease. So they almost died out BEFORE he acted.

We also learn that far from not wandering from the ten mile area they aren't even leaving the Island! The older generations have remembered how bad things were with disease, tigers, and crocodiles, and how good things are now, they have convinced the younger children to stay close to home for now. You've got twenty two people farming and gathering food on a tiny island somewhere in the Inner Niger River Delta Region.

Life seems boring but if populations start to rise next turn some problems could crop up in Mesnoth's scheme!
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Explaining turn #2 Empty
PostSubject: Re: Explaining turn #2   Explaining turn #2 EmptyFri Jul 24, 2009 8:07 pm

The Conversation

Mesnoth has kept this turn simple. He's going to help the people finish up learning basic basket making, teach them to grow rice, and start them researching yam cultivation. The player is keeping things simple and trying to drive the peoples technogy up a bit. He's also already reaping a solid benefit from his 25% discount, those visions and dreams are costing him very little indeed! Drenthor could NOT have done all this in one turn.
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