Civilization 6: ENTRIES for 2nd Round CLOSED

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madmartin26
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Re: Civilization 6: ENTRIES OPEN

Post by madmartin26 » Sat Jun 21, 2014 5:27 pm

What's wrong with the name Gyrfalcon? :(

Also, if you want the Drow ship to be the magic ship, i can change the composition of my crew slightly.

Nolandking
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Re: Civilization 6: ENTRIES OPEN

Post by Nolandking » Sat Jun 21, 2014 5:46 pm

Wait the Orcs are the merchants? For some reason that doesn't seem right.
Haven't played this signature game in a long while but I'll try it out again.

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Kelten
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Re: Civilization 6: ENTRIES OPEN

Post by Kelten » Sat Jun 21, 2014 5:54 pm

well, we are all pirates...
My plan was to have the orcs be shipbuilders, divers and ballistic weapons... Edited it to fit a few sea-orcs now that its a warship! Hulk-smash!
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Aegis J Hyena
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Re: Civilization 6: ENTRIES OPEN

Post by Aegis J Hyena » Sat Jun 21, 2014 6:01 pm

Nothing's wrong with the name. What I posted in the spoiler is a mockup of how I envision things right now. We still have a LONG way before entries close and things finalize. You'll get your Gyrfalcon :)

I had the thought of the orcs being the merchants, so that if someone tried to rob them, they'd have the original muscle to back up any defense. The Ogres would be the smashers while the Dwarves the builders and the rest just additional "whatever's needed."

So whatever you see in spoilers before I say "entries closed" is just a mockup.
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Alaen
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Re: Civilization 6: ENTRIES OPEN

Post by Alaen » Sat Jun 21, 2014 8:16 pm

My dwarves:
- 15 Defenders (Standard dwarven fighters; mace/axe and shield, heavy armour)
- 15 Marksdwarves (Ranged fighters; shoot with guns/xbows)
- 10 clerics (the usual healbots, but still combat ready)
- 10 engineers (these guys build the big stuff like ships, siege weapons and other heavy machinery)
- 10 artificers (more personal focused, they build new weapons, armor and such; also dabble a bit in low level magic)
- 5 miners (pretty self-explanatory)
- 2 brewers/cooks (can't live without a good ale and meal
- 2 merchants/diplomats (gotta have someone to talk to other people)
- 1 mage (yes a dwarf mage, it had to be done)
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Davecom3
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Re: Civilization 6: ENTRIES OPEN

Post by Davecom3 » Sat Jun 21, 2014 8:19 pm

Things are going as expected with Tolerant Monster Zoo. Now, if we could just get a few more people voting for Population-, we could all have Masterwork tools at a small population cost.

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Aegis J Hyena
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Re: Civilization 6: ENTRIES OPEN

Post by Aegis J Hyena » Sat Jun 21, 2014 8:32 pm

Davecom3 wrote:Things are going as expected with Tolerant Monster Zoo. Now, if we could just get a few more people voting for Population-, we could all have Masterwork tools at a small population cost.
Then pull in some players and get your friends involved. I could use some new blood. I'm wondering where some of the old players are (Feytala, among others...) oh I forgot you have no friends








........... what? o:)

with dwarves around it might almost be a given that your gear is better quality than normal to start; we'll see
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SaruSama
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Re: Civilization 6: ENTRIES OPEN

Post by SaruSama » Sat Jun 21, 2014 9:24 pm

Alright I'll vote Orcs with abandoned citadel, tolerant, Genetically stable, mundivore, cavalry and Post Apoc

5 Shaman (druid types)
15 farmers/fishers (depending if pirate gets picked or not)
25 sword and board fighters
15 Merchants
10 Craftsorcs

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BadgeAddict
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Re: Civilization 6: ENTRIES OPEN

Post by BadgeAddict » Sun Jun 22, 2014 4:39 am

Updated for Saru^

RACES:
2 Dwarves (Alaen, Aegis)
1 Ogers (kelten)
2 Orcs (Noland, Saru)
1 Ponies (Quarg)
1 drow (madmartin26)
2 Simple Celled (D34d, kida)
1 Half-Breeds (Badge)
1 Sky born (Davecom3)
1 Chelydrians (Chuck)

TWEAKS:
2 - Abandoned citadel (kelten, Saru)
1 - Accelerated Maturity (Davecom3)
1 - Avian (Davecom3)
1 - Blessed Realm (Alaen)
1 - Cavalry (Saru)
1 - Celestial Event+ (Davecom3)
1 - Claws (Aegis)
1 - Doomsday Clock (D34d)
4 - Dragon's blood (Chuck, madmartin26, Aegis, Badge )
1 - Eidolon (Aegis)
1 - Extra Arms (Aegis)
2 - Fast Breeding (Davecom3, Chuck)
3 - Genetically Stable (D34d, Badge, Saru)
1 - Hooves (Aegis)
1 - Horns (Aegis)
4 - Interracial+ (Chuck, madmartin26, Badge, Davecom3)
1 - Interracial- (Aegis)
1 - Jack of All Trades (Davecom3)
1 - loner (kida)
2 - Low Magic(NoLand, kida)
1 - Marked for Death (NoLand)
6 - Monster Zoo (NoLand, Quarg, Kelten, D34d, madmartin26, Davecom3)
1 - Mountain (Alaen)
2 - Mundivore (D34d, Saru)
4 - Mysterious Benefactor (Chuck,Quarg, madmartin26, Badge )
1 - necrovore (kida)
1 - Neutral Zone (NoLand)
1 - nomadic (madmartin26)
1 - One Life to Live (D34d)
7 - Pirates (Chuck, Noland, Quarg, D34d, madmartin26, Badge, kelten)
1 - powered by death ( kida)
1 - pro ( kida)
2 - Population- (D34d, Davecom3)
3 - Post Apoc (D34d, madmartin26, Saru)
4 - Redstone (NoLand, Alaen, Quarg,kida)
4 - Resource Poor- (Chuck, NoLand, kida, Badge)
1 - Resource Rich+ (Alaen)
1 - Scaled (Aegis)
3 - Space (D34d, madmartin26, Badge)
5 - Steampunk (Alaen, Quarg, kida, madmartin26, Badge)
1 - Taur (Aegis)
6 - Tolerant ( Alean, NoLand, Quarg, madmartin26, Davecom3, Saru)
3 - Underdark Connections (NoLand, kida, madmartin26)
2 - Valley (NoLand,Quarg)
1 - Volcanic (Alaen)
3 - Warzone (Quarg, kida, madmartin26)
1 - Warpstone Deposit (Davecom3)


PLAYER:
(D34d) - (Race = 1/1) - (Tweak = 9/10)
(kelten) - (Race = 1/1) - (Tweak = 3/10)
(Chuck) - (Race = 1/1) - (Tweak = 6/10)
(Alaen) - (Race = 1/1) - (Tweak = 6/10)
(Noland) - (Race = 1/1) - (Tweak = 10/10)
(Quarg) - (Race =1/1) - (Tweak = 8/10)
(Kida) - (race=1/1) - (tweak=10/10)
(madmartin26) - (race=1/1) - (tweak=10/10)
(Aegis) - (race=1/1) - (tweak=9/10)
(Badge) - (race=1/1) - (tweak=8/10)
(Davecom3) - (race=1/1) - (tweak=10/10)
(Saru) - (race=1/1) - (tweak=6/10)
► Show Spoiler

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SuperVaderMan
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Re: Civilization 6: ENTRIES OPEN

Post by SuperVaderMan » Sun Jun 22, 2014 7:04 am

Oh hey, this looks neat. Haven't been a part of a Civ game for a while. I think I'd be willing to give this one a try :)

Race:
Formicid - Four arms and super strength? That makes for a pretty scary martial combatant right there. Sure they have basically no access to magic and aren't as resilient as, say, Orcs, but... four arms and super strength! High breeding rate is a great thing, too.

Tweaks:
Extra Arms - If four arms and super strength are great, then six arms and super duper strength would be amazing :lol:


Other than that I'm not sure what Tweaks to vote for. I'll have to think about it.

EDIT: updated my list below.
Last edited by SuperVaderMan on Sun Jun 22, 2014 1:58 pm, edited 1 time in total.

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Aegis J Hyena
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Re: Civilization 6: ENTRIES OPEN

Post by Aegis J Hyena » Sun Jun 22, 2014 7:07 am

Mornin', SVM --- nice to see you joined us then. Get some friends in on this, I can't seem to get anywhere with the places I posted and the one forum I thought I could hit has turned moderated/approved posts.

Take your time and look through the Tweaks list, and list what kinds of jobs you want the Formicids to have --- you've got 70 people to work with.
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ChuckDaRighteous
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Re: Civilization 6: ENTRIES OPEN

Post by ChuckDaRighteous » Sun Jun 22, 2014 8:21 am

lol I love how "I'm not gonna look" turned into "I peeked" which turned into regularly checking in.

The current top rated 9 tweaks:
4 - Dragon's blood (Chuck, madmartin26, Aegis, Badge )
4 - Interracial+ (Chuck, madmartin26, Badge, Davecom3)
6 - Monster Zoo (NoLand, Quarg, Kelten, D34d, madmartin26, Davecom3)
4 - Mysterious Benefactor (Chuck,Quarg, madmartin26, Badge )
7 - Pirates (Chuck, Noland, Quarg, D34d, madmartin26, Badge, kelten)
4 - Redstone (NoLand, Alaen, Quarg,kida)
4 - Resource Poor- (Chuck, NoLand, kida, Badge)
5 - Steampunk (Alaen, Quarg, kida, madmartin26, Badge)
6 - Tolerant ( Alean, NoLand, Quarg, madmartin26, Davecom3, Saru)

The way I see this combining: We're pirates (pirates) sailing steampunk (steampunk) ships powered by different types of redstone (redstone). Our fleet is centered around a super-ship (mysterious benefactor). We have very little in resources of our own, but we are located on a trade route (resource poor-). We are feared enough that most merchants pay tithes for "protection" rather than risk us plundering them (tolerant). Our federation is composed of outcasts and downtrodden from many races (monster zoo), but our strength derived from our union (tolerant again) has lead to a mixing of our races (interracial+) and even an intermingling of a dragon's lineage (dragon's blood).

I like that narrative.
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Aegis J Hyena
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Re: Civilization 6: ENTRIES OPEN

Post by Aegis J Hyena » Sun Jun 22, 2014 8:26 am

That looks like a good opener, though my ideas differ in about three or four places. I'm really not focusing on "opening statements" until I roll the 3 random Tweaks and the 2nd round of voting, if any. So we have a while yet. Gonna have to check Wikipedia for ancient ship size and their crews; I don't know a thing about water (my element is Earth for sure), so.

though it's always nice to let the slaves do the work for you... some of this I can work with... haven't you forgotten? Never give the DM ideas. Hehehehehehehe
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Re: Civilization 6: ENTRIES OPEN

Post by SuperVaderMan » Sun Jun 22, 2014 9:34 am

Hey Aegis, just did some reading up on Thri-Kreen and saw that while they can't cast any kinds of spell, they aren't completely powerless. Turns out they're pretty good with Psionics, and given their 'deafness' to most other kinds of power and being immune to mind-altering affects, they're probably better at it than most. I wanted to get your thoughts the whole Psionic thing, since they've never come up in any of your games before afaik, and whether the Formicids would even have access to them or if you just intended them to be supernaturally-powerless. Psionics are extensive enough that they could potentially become their own Aspect, as well.

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Aegis J Hyena
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Re: Civilization 6: ENTRIES OPEN

Post by Aegis J Hyena » Sun Jun 22, 2014 10:04 am

I despise Psionics, mostly because of PsiMax players in almost every game I've ever played that had 'em. You won't see it in any of my Civs without a fight. The inspiration for Formicids came out of Dungeon Crawl Stone Soup instead of the actual Thri-Kreen. I couldn't think of anything decent as a con so I made them a magic null and no religion. Heh. If you want to go the mental route, when the time comes have 'em specialize in enchantments/illusions and the like, that would be the closest thing to "mental" I'd get.

.[tabs: MW]

Aboard The Moradin's Waterbreaker (Dwarves and Ponies)
Shipbuilder and Medical Ship

35 Dwarven Defenders
15 Marksdwarves
15 Dwarven Clerics
10 Dwarven Engineers
10 Dwarven Artificers
25 Dwarven Miners
12 Dwarven Brewers/Cooks
2 Merchants/Diplomats
1 Dwarven Mage
10 Dwarven Smiths
1 High Priest of Moradin
4 Arcane Neutralizers
23 Earth Ponies unless delegated before entries close
23 Pegasai unless delegated before entries close
23 Pony-Unicorns unless delegated before entries close

[tabs: HoD]

Aboard the Hammer of Doktrengo (Ogres)
The Warship

20 Ogre Shipbuilders
20 Merrow
10 Pearldivers
1 Ogre Mage (the smart one)
10 Shamans (with a faux-hivemind)
9 Stone Tossers

[tabs: WoG]

Aboard the Will of Gruumsh (Orcs)
The Merchant Ship

5 Orcish Shamans
15 Orcish Fishers
25 sword and Board Fighters
15 Merchants
10 Craftsorcs

[tabs: Gyr]

Aboard the Gyrfalcon (Drow and Formicids)
The Magic Ship

1 Captain of the Gyrfalcon
1 Drow First Mate
1 Drow Expert Navigator
1 Drow Cook
1 Drow Scientist
1 Drow Diplomat.
6 Drow Elites
20 Drow Melee Warriors
10 Drow Ranged Specialists
10 Drow Mages (5 combat specialists and 5 utility specialists)
10 Drow Sailors
8 Drow "Technicians"
70 Formicid Workers unless delegated before entries close

[tabs: MS]
Aboard the Mermaid's Sunstone (Halfbreeds)
The Extra Ship (likely supplies)

35 Race X, 35 Race Y, 70 Halfbreeds; will be random if Badge doesn't mention what they are before Entries Close

[tabs: SC]
Aboard the [farting/squelching sound] (Simple Celled)

10 Spewers, (Al)chemists & Ranged warriors
10 Eaters (Melee Warriors & Janitors)
10 Lurkers (Ambushers & Rogues)
10 Thinkers (Researchers & Leaders)
10 Rememberers (Sages & "Old Ones")
20 Makers (Smiths & Tinkerers)

[tabs: GS]
Aboard the Groundwalker's Shellshock (Skyborne, Chelydrians)
The (supply) Birdship

1 Captain of the Groundwalker's Shellshock
1 Chelydrian First Mate
1 Chelydrian Communications Officer
1 Chelydrian Apprentice Communications Officer
1 Chelydrian Target Seeker
7 Chelydrian Healers
8 Chelydrian Tiderunners
20 Chelydrian Salvage Divers
20 Chelydrian Warriors
10 Chelydrian Offensive Casters

70 Journeybirds unless otherwise delegated before entries close
[tabs: SR]
Aboard the Spider's Relic (Spidertouched) The Outcast / Jail ship
(all the Spidertouched due to Spidertouched Drow con)[/tabs]
Last edited by Aegis J Hyena on Sun Jun 22, 2014 10:16 am, edited 1 time in total.
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ChuckDaRighteous
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Re: Civilization 6: ENTRIES OPEN

Post by ChuckDaRighteous » Sun Jun 22, 2014 10:11 am

Aegis J Hyena wrote:That looks like a good opener, though my ideas differ in about three or four places. I'm really not focusing on "opening statements" until I roll the 3 random Tweaks and the 2nd round of voting, if any. So we have a while yet. Gonna have to check Wikipedia for ancient ship size and their crews; I don't know a thing about water (my element is Earth for sure), so.
It was more to get an idea of what we'd have going on to see if there was anything we'd want to up-vote/down-vote for potential improvement rather start the story, though I'm glad you liked it. Although if your perspective differs in 3-4 points (1/3rd of the tweaks) I guess that's not very accurate then. (and I'm guessing you're not gonna tell me where they are, though I can probably guess). Personally if there is something we'd want to add, I'd down-vote redstone for space. It just doesn't add much for me. Possibly steampunk if I had to pick another. I know improved tech means better ships but if we're raiding we can just steal everyone else's tech. And what are pirates gonna do with a mine?
though it's always nice to let the slaves do the work for you... some of this I can work with... haven't you forgotten? Never give the DM ideas. Hehehehehehehe
What can I say? I'm a glutton for punishment. And speaking of slaves... we could be liberators! Our crews are composed of all the races some evil rival race has shackled for their own gain. Which is how monster zoo works out. Historically speaking a large percentage of black pirates were liberated by fellow pirates from slave ships. They enjoyed far more equality there than they did in the "civilized" world. I find it an interesting when you find precedent for pirates being the good guys.
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BadgeAddict
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Re: Civilization 6: ENTRIES OPEN

Post by BadgeAddict » Sun Jun 22, 2014 1:49 pm

For my Half-Breed races i choose Minotaurs & Dwarves = Dwarvotaurs (or whatever)
35 Minotaurs =
29 Berzerker Vikings (Tanks = Plate Mail, Huge Swords)
2 Shaman
3 Healer
1 Minotaur Berzerker Commander
35 Dwarves =
30 Heavy Archers
2 Shaman
3 Healer
70 Dwarvotaurs =
60 Berzerker Vikings (Tanks = Plate Mail, Huge Swords) - just shorter
2 Shaman
3 Healer
5 Tanks
Last edited by BadgeAddict on Mon Jun 23, 2014 7:36 am, edited 2 times in total.

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SuperVaderMan
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Re: Civilization 6: ENTRIES OPEN

Post by SuperVaderMan » Sun Jun 22, 2014 1:57 pm

Aegis J Hyena wrote:I despise Psionics, mostly because of PsiMax players in almost every game I've ever played that had 'em. You won't see it in any of my Civs without a fight. The inspiration for Formicids came out of Dungeon Crawl Stone Soup instead of the actual Thri-Kreen. I couldn't think of anything decent as a con so I made them a magic null and no religion. Heh. If you want to go the mental route, when the time comes have 'em specialize in enchantments/illusions and the like, that would be the closest thing to "mental" I'd get.
In that case it's probably best to just have them completely power-incapable. It makes for an interesting handicap to the race.

Anyway, here's my updated choice list!

Race:
- Formicid

Tweaks:
- Accelerated Maturity
- Double-Sided Soul
- Dragon's Blood
- Extra Arms
- Lava Layer
- One Life to Live
- Post-Apoc
- Prehensile Tail
- Sickly Breeding
- Toxic

Formicid Occupations:
- 1 Formicid Clutch-Leader/Captain's Advisor
- 1 Formicid Clutch-Second
- 4 Formicid Medics
- 8 Formicid Earth-Workers (do both mining and building)
- 8 Formicid Sailors/Laborers
- 8 Formicid Tradesmen
► Show Spoiler
- 20 Formicid Melee fighters
► Show Spoiler
- 20 Formicid Ranged fighters
► Show Spoiler

Also, I noticed that a number of the top features deal with allowing us extra Races, but Monster Zoo trumps all of that, right? So do those ones just get skipped and the next highest Tweaks get picked?

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Aegis J Hyena
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Re: Civilization 6: ENTRIES OPEN

Post by Aegis J Hyena » Sun Jun 22, 2014 2:20 pm

SuperVaderMan wrote:Also, I noticed that a number of the top features deal with allowing us extra Races, but Monster Zoo trumps all of that, right? So do those ones just get skipped and the next highest Tweaks get picked?
I'm not sure what you mean by extra races. Originally it was going to be the top 5 race votes. If Monster Zoo is picked, everyone's vote counts individually (and it seems like the Zoo is going to count).
BadgeAddict wrote:For my Half-Breed races i choose Minotaurs & Dwarves = Dwarvotaurs (or whatever)
Great. Now I've got Minotaur porn on the brain... (although, it makes an interesting idea... heh heh heh...) I'll roll the pros and cons for them when entries close, though I doubt they're going to "double power" everything. It might increase things by a factor or two, it might not, we'll see.
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Re: Civilization 6: ENTRIES OPEN

Post by Davecom3 » Sun Jun 22, 2014 2:31 pm

SVM, none of them give us another race, exactly. Some just give us another Perk from one of the races not in the lead.

Of the 70 Skyborne(They may hold further roles, but these are their major occupations.):
8 are Crows(Manning the Crow's Nests, and scouting the 8 principal points(N, S, E, W, NW, NE, SW, SE))
15 are Eagles(Snipers hiding in the light of the sun)
15 are Owls(Weather-watcher mages)
15 are Clutchguard(Trapper/Lancer Specialists, guarding the security of the Hatchery)
5 Engineer/Mechanics(Keeping the sides of the ships in good repair, attacking sides of ships alongside)
7 Combat Medics
5 Nurses(Taking care of the hatchlings)
Last edited by Davecom3 on Sun Jun 22, 2014 2:35 pm, edited 3 times in total.

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SuperVaderMan
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Re: Civilization 6: ENTRIES OPEN

Post by SuperVaderMan » Sun Jun 22, 2014 2:33 pm

*Goes back to read the first page*

Oh, my bad. I read Interracial+ as meaning an additional race gets added on top of the top 5 picks when it's just an extra power being picked. Nevermind then.

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ChuckDaRighteous
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Re: Civilization 6: ENTRIES OPEN

Post by ChuckDaRighteous » Sun Jun 22, 2014 4:04 pm

SuperVaderMan wrote:*Goes back to read the first page*

Oh, my bad. I read Interracial+ as meaning an additional race gets added on top of the top 5 picks when it's just an extra power being picked. Nevermind then.
3 extra actually. Its a bit of a gamble, but one I want to try.

I mean you could end up with the awesomeness of minotaur's Extremely Robust (+5 wounds on the wound scale, +3 to all Saving Throws) which when you compare it to tweaks like Racial enemy which is also grants +5 wounds but gives us more enemies to contend with and no saving throw bonus, its pretty awesome. This could turn out to be an amazing tweak. Of course we could end up with something less powerful like the maeterra's Healthy (+2 wounds), but with 3 abilities I'm willing to roll the dice with confidence that at least 1 if not 2 will be good, and "bad" rolls on this would still help us.

Personally things I'm hoping for:
Minotaur's Extremely Robust (+5 wounds on the wound scale, +3 to all Saving Throws) (since pirates will be fighting)
Pony's Mystery Solvent (Something Interesting happens on a 60+ and a Mysterious Event on 70+) (because cool stuff happening is cool)
Pony's Weather Control; this allows them to control local weather with 30% accuracy within 500 yards (ships are dependent on the tides after all)
Drow's Supreme Magical Skill (+25 bonus and -30% difficulty to Sorcery and Spiritual) (because magic is awesome)
Simple celled's Physically Resistant; they take only 1/5 normal damage from physical weaponry (Harder to kill)
Skaven's starting population is doubled (140 instead of 70 per vote) (More pirates)
Chelydrian's Shielded Shell that turns aside arrows and bolts (Damage Reduction 3), and has a 15% to absorb Magic Missiles and other ranged touches (Harder to kill)

Aegis if ever you were to roll critical successes Interracial+ would be the place to do it.

Also I only just noticed after badge's post that half-breeds had population from their parent races as well which offsets the gamble of which get picked. Almost switched before I realized neither animals or ponies could be chosen. Otherwise I would have switched to turtle-ponies. Oh well I still have interracial+ to potentially fulfill my dreams
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Aegis J Hyena
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Re: Civilization 6: ENTRIES OPEN

Post by Aegis J Hyena » Sun Jun 22, 2014 4:31 pm

Well, only the top three races get their racial powers added. If there's a tie, I'll roll randomly. Right now we're at two votes for orcs, two for dwarves and two for simple celled, so the racial powers are Barbarian Chant, Heart of Mithril and Evolution. If you want the Best of Both Worlds you'll need a few more Halfbreed votes. On top of that you've got two races already who are Stubborn to New Ideas (dunno if I'll keep advancement at 1/3 or if it will be worsened to 1/4, leaning toward the former) and two who are Dumb as a Rock (+20% difficulty to sorcery/tech) which offsets some of the other bonuses (drow's magic skill, dwarven steampunk skill, steampunk tweak). I'm not going to fully write out how everything meshes until I roll the random tweaks and do the second round of voting if any. Everything similar will just likely end up averaged.
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Re: Civilization 6: ENTRIES OPEN

Post by Quarg » Sun Jun 22, 2014 5:15 pm

Hmm, Well I was wating to assign pony training until the 25th and I had a better idea,
But really we're going to have to rule this place carefully...(the players not the ponies)
Really...why are you reading this?

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SuperVaderMan
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Re: Civilization 6: ENTRIES OPEN

Post by SuperVaderMan » Sun Jun 22, 2014 5:30 pm

I think you missed the Formacid Cons in there, Aegis. No Religion and Magic Null overlap with the Simple Cells, but there's also the weakness to fire, necromancy, and natural poison and then being immune to Movement/location-altering spells

Btw, I'm glad that Dwarves looks to be one of the top choices, 'cause that Mithril Heart civ-bonus goes very nicely with canceling the poison and necromancy weakness the Formacids have :)

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