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Kigal game example
#1
Hi,

This is a game example of the PBeM game Fate of a Nation. Fate of a Nation is a fantasy strategy game with a strong focus on interaction between players. For more information about the game please visit our website: www.fateofanation.net

The intention is to post one new turn each week, starting today, until the end of the example. The setup and first turn was published in Norberg bulletin #5. I hope you enjoy it! Wink
the Kigal nation - turn 1

Summary of turn results:
The Search have given knowledge about the fundamentals of the Unnatural Forces and there are now a cadre of seekers that know how to make powerful glyphs and fill them with power. Further experiments and knowledge gained from the Unwilling will surely reveal the magical forces behind it all. The date is early spring year 1.

Position update:
[Image: kigal1a.png]
The land of Kigal lies on a broad length of land between the mighty flow of Sirwan in the East and the solid rock wall to the West. Keen-eyed goblin runners were sent to survey the coast of the Sirwan and they reported that there where a nest of foul spiders a bit upstream.

The capital Kish built four worker units, that is 200 people ready to depart on the migration to the town Ereshnuna. Despite that did the population of the capital grow with 56 people, because of the great inflow of new Ende determined to join the Search. The Honurable One appointed a heir to lead the migrants to the town and there look after the progress of the Search.

The treasury increased with 1894 gold. With this great income, it is time to start spending.

Orders for turn 2:
The name of the heir is Ninaga, he will be transferred to the new worker units that are preparing to migrate to the town Ereshnuna.
The goblin runners will investigate the spiders nest further and it is decided that the movers from Kish will set up a watch tower close by, but first they have to move closer.
The other scouts will go forth to the West and chart the lay of the land for further expansion.

Kish will continue to build 4 workers. The buildings are not ready yet.
This turn will be used to increase the research effort with 1500 gold, slightly less than the surplus, and the Honourable one will herself aid in the searching for knowledge in hope of a breakthrough in the understanding of magic.
Primary research will be set to Magical Forces (2 turns) and Mediocre Social Structure is set as secondary (8 turns).

A total of 12 orders for the first turn.
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#2
This is really a good idea! I had been considering signing up for a free position in this game. Having a live preview is something every PBM game should be doing!
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#3
the Kigal nation - turn 2

Summary of turn results:
It is a great day for the Search as the Honourable One opens the library of glyphs in the capital Kish, this will make it much easier to spread the knowledge gained by the seekers. In the town of Ereshnuna there are are a growing community of seekers, to get the Search started they have decided to gather in a council of wise men.

The current date is spring year 1.

Position update:
[Image: kigal2a.png]
In the West did Ereshkis Runners find a narrow gate in the rock wall, a passageway that leads further into a complex of corridors and chambers. The heir Ninaga left Kish with the large contingent of movers and they are now halfway to Ereshnuna.

Due to my spending on increased research effort, did the treasury increase with only 185 gold. The effort did not give any remarkable result, so further efforts will have to wait a while.

Orders for turn 3:
The worker unit Eresh mover will not increase the population of the town this turn, instead he shall move South East to the Spiders nest and set up a watch tower. That way we can get a warning if they start to move out. As the watch tower will reveal the lands South East, Dark Runners will move South West to reveal more land.
The western runner, Eresh Runners, have a mission to find new cave chambers for a new settlement. The Broken Halls do not look promising but the pull of curiosity is too great and they will enter the tunneled corridors.

The capital Kish will keep on producing four worker units, that is 200 persons, every turn.
The Honourable One Ereshki will do his best to attract even more learned and wise ende to the capital, by executing the royal action of cultural influence.
Kish will build a council of wise men and the town Ereshnuna will follow the example of Kish and build a small library, so that the council of wise men can access the glyphs of knowledge them to.
The research will be kept: Magical Forces (1 turn) and mediocre social structure (7 turns).

A total of 18 orders for the third turn.
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#4
the Kigal nation - turn 3

Summary of turn results:
The Search led to an amazing discovery on how to harness the Magical Forces of the world.

The current date is early summer year 1.

Position update:
[Image: kigal3a.png]
Curiosity pays off as the scouting unit called Ereshkis Runner goes through the tunneled corridors in the West and discover some large chambers of Open Cave. As they are on a pleasant distance from the capital this will be a good spot for a new settlement.

The news from the south was not as good. A second passageway through the solid rock wall was discovered but it leads into the cave halls of a necromancer, one of the Ende Noii that is impossible to convince.

The worker unit Eresh mover in the south have set up a watch tower called Spiders Watch that can oversee both the Spider Gate and the Noii Gate. The mission of Eresh mover is now done and they can go back and settle down in Ereshnuna as intended.

Meanwhile the first wave of migrants from Kish have arrived at the town Ereshnuna. The heir Ninaga that accompanied them will establish himself as governor over the town next turn.

Settlement details:
Capital Kish (247) details:
--> Population: 5183.
--> Food production: 10000 (Stored food: 19000/25915, 30% is stored each turn).
--> Buildings: Learning Circle, Small Library.
--> Building under construction: Council of wise men (Turns left = 1).
--> Kish has built 2 buildings. 10 more can be constructed.

Town Ereshnuna (248) details:
--> Population: 524.
--> Food production: 1712 (Stored food: 2565/2620, 30% is stored each turn).
--> Buildings: Learning Circle, Council of wise men.
--> Building under construction: Small Library (Turns left = 2).
--> Ereshnuna has built 2 buildings. 2 more can be constructed.


My capital grows every turn, at the start of the Winter in turn 12 I expect it to house 6 000 people. To endure the winter the storage need to be full, that would be 30 000 food. Then I need to save (30 000 - 19 000)food/9 Turns = 1 222 Food/Turn. I will change the settlement setting to store 13 % of the Food Production every turn.

My town grows moderately but from next turn there will be an inflow of 200 migrants per month, population will soon be larger than half of the food production. It would be more efficient to send the migrants from Kish to start a new fresh settlement, maybe in the new halls beyond the Western Gate.

The treasury increase 1334 gold and is already at 5913 gold. It is time to make another try to increase the research efforts.

Orders for turn 4:
We use our treasury in the Search and will not spend it on troops. So we have to keep away from the caves beyond Spider Gate and Noii Gate.

The Eresh Runner in the West will survey more of the cave halls while the Southern unit Dark Runner will follow the solid stone wall to the ominous looking cave forest to see if there is something hiding in there.

The unit Eresh mover that built the watch tower will return to the town Ereshnuna, where they together with the migrants will increase the population.

Kish will finish the council of wise men, they can hardly wait to begin the construction of a magical ring of glyphed stoned at the summit of a nearby cliff. The construction will begin next turn under supervision of the wise men, it will become a great magical tower, a ziggurat.

The research will be set on the first usable spell: Haste (3 turn) and mediocre social structure (5 turns). Another try will be done to quicken the Search. Both the leader Ereshki and the heir Ninaga will be searching for knowledge and 2500 gold will be taken from the treasury to increase the research effort.

A total of 15 orders for the fourth turn.
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#5
As it's already written we continue with one more part of the Kigal game example. Thanks to Glom for putting it together!

the Kigal nation - turn 4

Summary of turn results:
The council of wise men is formed in the capital Kish and the library in the town Ereshnuna will be finished next turn. Now is the time to focus on the great ziggurat of Kish.

The current date is summer year 1.

Position update:
[Image: kigal4a.png]
The scouting unit called Ereshkis Runner surveys the large chambers beyond the West Gate and find that the further half of them is made up by cave forests full of spiders. These need to be driven away before the chambers could be settled.

Talking of spiders, the watch tower Spiders Watch have spotted an unit of Giant Spiders appearing in the east nest. It should be a good time to start to exercise some military discipline, but that will have to wait so that the Search is not disturbed.

The increased focus on the Search did not give any immediate results, the cost exceeded the income and the treasury decreased with 685 gold but is still at 5228 gold.

Orders for turn 5:
Ereshkis Runner in the west will investigate the unforested caves to the South West.
The unit Eresh mover that built the watch tower will return to the town Ereshnuna, where they together with the migrants will increase the population.
Kish will keep on producing four worker units and spend two turns constructing a Magical Tower.

The research will be unchanged: Haste (2 turn) and mediocre social structure (4 turns).
Both the leader Ereshki and the heir Ninaga will be working on the cultural influence to attract more citizens to the nation.

A total of 11 orders for the fifth turn.
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#6
the Kigal nation - turn 5

Summary of turn results:
The library in the town Ereshnuna is finished and soon will the great ziggurat of Kish be ready too.

The current date is summer year 1.

Position update:
[Image: kigal5a.png]
The survey of the West shows even more chambers, but the first one looks most promising for settlement if only the spiders could be dealt with.

The population grows steadily in both the capital and the town, the cultural influence of the leaders has some part in it. A total of five worker units, that is 250 persons, have joined the population of the town.

The treasury increase with 2040 gold and is now at 7268 gold.

Orders for turn 6:
We will begin the work to settle the West Halls and for that we need troops to drive the spiders away. As we can not let the Search suffer we have to do with the makeshift warbands that we can muster from the orcs of the local greenskin population. Four units of warbands will be built in the Capital.

Half of the new migrants in the capital will be sent in advance towards the West Gate. The swift goblins called Ereshkis runners that already are in the West Halls will prepare the way by scouting the woods.

In the town Ereshnuna, the heir Ninaga studies the magical forces and together with the local seekers they will establish a magical tower, a ziggurat modeled after the one that soon stands ready in the capital Kish. In the capital do the Honoured One Ereshki search for a suitable additional heir.

The research for the first usable spell, Haste, is nearly finished. Research will be set to Mediocre social structure (2 turns) and Haste (1 turn).

A total of 18 orders for the sixth turn.
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#7
Thanks for posting these ongoing updates - I enjoy them!
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