The last time this game was run, there was drama because the OP didn’t explain the rules very well, and wasn’t familiar with SE++ and our penchant for derailing threads. So we’re back and we’re gonna do this shit again, and if you guys want us to breed into oblivion we will. It’ll be a short thread, but I’ll try to make it as entertaining as possible. Of course, if we want it to go longer, you’ll need to make some decisions other than breed. Let’s see where we get, huh?
Patch notes for CYOA 2.0:
-Readability! - fixed the language so people can reed gud
-Rule book! - changed some of the rules to make more sense, and explained some of the ones that weren't explained.
-New race! - Got rid of the gnomes, because gnomes in fantasy worlds are stupid. They serve the same purpose as dwarves, they just dont have beards. So in place of the gnomes, we now have PLANTPEOPLE. Be an Ent! Possessing crazy long lifespans and resilience, plant people are just bound to be super interesting in terms of progression. Also, new picture.
-New special abilities! - Some specials got moved around, everything got a new name, and some have been removed altogether.
-New civilization focuses! - I moved some stuff around, combined some stuff, and made up some stuff.
-New map! - Cause I already wasnt finished changing everything. Made at work in Paint, therefore its pretty awful in quality. deusexdealwithit.gif
This is a turn-based game. Choose your civilization by agreeing (the first 3 of the same answer)
on one of the races and their affinity below. An example would be A1-The Human Science civilization.
Note that this world is not simply a “high fantasy” or whatever world. If science saves us, the civilization may gain sci-fi elements. In the last game, people mentioned fishpeople with lasers. Sure, we can go there, provided the resources and tech advances are there.
View the map and see where the different civilizations are spread out.
When you explore and expand your empire you will increase your area of domination by about 1 inch on the map each turn, in whichever direction you choose (giving landmarks like “towards the forest” helps when the civilization gets big). The resources on the map may be far away so you will have to make decisions, such as whether to hunt, research, or breed, and so on.
When you have access to resources you’ll be able to research more powerful weapons, inventions, fortifications, spells, and other stuff. Some decisions are modified by a random number generator (literally a die), offering minor, regular, and breakthrough advancements in research. If you’re familiar with D&D, then you probably know what a “critical failure” is.
How I Will Run The Game
By the seat of my pants.
This is a “choose your own adventure” type game. As such, the path we take will swing wildly depending on where we are, who we are, and what we do. Some stuff I have written down, some stuff I’m gonna come up with a couple turns in advance, and other stuff will depend entirely
on what you geese talk about when making decisions. If you talk about your civilization’s intentions and people appear to agree on those, we’ll try to veer in that direction.
I may drop hints about things that are going to happen in the game, or how the populace is reacting to your decisions. If your researchers think something may be possible on the horizon with additional research, that’s me saying to research science or magic once or twice more to get that. I won’t push you into making decisions, but other stuff will happen outside of your civilization, and maybe you wanna react to that? I dunno. Up to y’all.
When it comes time to make tactical decisions, I’ll put up a list of the options available. There may be many, but I’m trying to give you a wide range so you don’t feel like you’re being railroaded into a specific choice. If you dudes wanna try something that’s not on the list, let me know and I’ll update the list with the option and chance of success (determined randomly, mostly).
If I’m going to be off the boards for a bit (i.e. sleep, personal business) I’ll try to let you know and you can make multiple choices, to keep the game moving.
Resources and Borders
Collect resources by expanding your empire over a particular marker. Forests yield wood and other plant life, which is useful in building and weaponry. Mines yield gold and other valuable (and useful!) minerals (Assume all mines contain the same amount of any metal, unless I say it contains a motherlode of X mineral. A motherlode will not mean there is fewer of the other metals, you just got lucky with that one). Farmland is important for food.
Resources replenish themselves constantly. If undertaking large projects or expanding constantly without finding additional resources, this will stop and your resources will be low until the project is completed, or more resources are obtained.
Villages on the map are project headquarters. If your empire decides to build a Crab Hatchery, it will use up a village for the rest of the game. Don’t worry, your population won’t be displaced, they’ll still be within your empire, hanging out in homes that I don’t feel like showing on the map.
Your empire will be marked on the map and its perimeter will represent your empire and its awareness. Other civilizations outside of this awareness will not be represented on your map, unless you have spies in that empire or are allies.
Here’s the World Map. Because I’m dangerous
, I’ll decide where you are randomly.
Races and SPECIALS
The Race Special is what makes the races unique and it can only be used once per game.
The Civilization Affinity gives you a free research point in the corresponding area, with more free points in the future as progress is made. Massive breakthroughs in this field are more possible. But just because your civilization has a certain affinity doesn’t mean you should forego the rest of the research trees!
Research into multiple affinities can also benefit each other. Do you want atom bombs? Try researching science and weaponry. Want to force-persuade that Dwarf Elder to
Here are the races we have. The previous game went with the fishpeople, as they were the race most likely to provide amusement. They were not disappointed. Remember that these races can get less Tolkein and more Warhammer 40k as the game goes on and advances are made.
Civilization (special ability can only be used ONCE per game)
A) Human (AGENT SMITH’S DISSERTATION ON HUMANITY: expand twice in all directions)
Dwarf (MOLE PEOPLE: expand to one spot anywhere on the map)
C) Elf (DAT FAIRY DUST: gain three levels in Magic)
D) Undead (WISE FWOM YO GWAVE: increase total population to 1.5x current population)
E) Orc (WAAAAAAGH: chosen battle is a guaranteed victory)
F) Giant (LIKE A ROCK, OOOOOH LIKE A ROCK: gain three levels in Defense)
G) Fishpeople (SPAWN MORE FISHLORDS: breed 3 times in one turn)
H) Plantpeople (LIKE WEEDS: gain one level in all fields of research)
1) Scientific Progress Goes Bonk (Advancing civilization through application of science. Lasers, machinery, and chemistry. General breakthroughs in science, magic, and military come faster and more numerously, with occasional random breakthroughs from gameplay)
2) I Am The Very Model Of A Modern Major-General (Focuses on advancements in war. Practical weapons and defense, warfare tactics. Breakthroughs through science, magic, and politics will have a bent towards waging war.)
3) Friendship Is Magic (Bending the world to your whim through sheer force of the arcane. Spells, summonings, and enchantments. Breakthroughs in science, military, and politics will be magically inclined and may dazzle other, less magically inclined races.)
4) Greed is Good (Backroom deals and political machinations. Trade negotiations [lol Naboo], resource management, political maneuverings, spies. Other research trees work better together and advance faster, leading to greater synergy in breakthroughs and less straight specialization.)
So, what’s your race? What do you wanna focus on, as a people? Respond like this:
lol this is awful
Lets do it