Turn Information
Turns
Below is the information which will appear in each turn that I send to you.
Year: The current game year. Each actual week the time in game will advance. For probably the first five turns ten years will pass each turn. This will be a very formative time period for the culture and value of each species. After the initial introductory period larger amounts of time will pass each turn. The time span will then begin decreasing as technology advances and populations grow.
Power: This is a rough measurement of how much power you currently have. During your turns you will use power to cause whatever effects you want to have happen.
Devotion: This is a measurement of how much devotion there currently is to you. This amount will be added to your power each turn.
Followers: This is the number of followers you currently have. Important divisions of species and labor will also be noted here. Notes about important individuals or important groups will be kept here.
Locations: This is a list of important locations. It can include important cities, high temples, embassies, etc. Notes will often follow a given location.
Technologies: This is a list of the technologies your followers have developed. Each technology has an overall score ranging from i – v (basic, improved, advanced, superior, master). There are often applications of that technology which have their own scores. Sometimes these applications have important specialized uses which also have their own scores.
Projects: This is a list of the important projects which your followers are currently working on. This section is broken down into projects which were just completed and projects in progress. Next to each project there will be a note about who is working on it and how long it is likely to take.
Example Turn
Subject-Twilight: Truegod
Year:
1000
Power:XVIII
Devotion:XV
Followers:
Individuals
*High
Priest: Godbond; spiritual descendant; enhanced magic use
*High
Commander: Godbond; spiritual descendant; enhanced physical
body
Randomites: 5 million
*Clergy of the True Way (5%):
leaders of the Randomites; daily prayers.
*Soldiers of the True
Way (15%): soldiers trained to defend the True Way.
*Workers of
the True Way (80%): farmers, smiths, carpenters,
etc.
Locations:
Truthopolis: Capital
city
Hidden Temple: High temple; hidden from non-clergy (V
Power used)
Portopolis: Important port city
Cities
(50): Surrounded by walls & watchtowers
Technologies:
Agriculture
(ii): irrigation (ii), plant husbandry (ii)
*Animal husbandry
(ii): dogs (iii), horses (ii), mammoths (i)
Architecture
(ii): castles (i), dungeons (i), watchtowers (ii)
Crafts
(ii): Carpentry (ii), Leatherworking (ii), Shipwright (ii), Weaving
(i)
*Smithing (ii): Armor (iii), Weapons (iii)
Elementalism
(ii): Air (i), Fire (i), Water (ii)
*Earth (iii): Create Gargoyle
(i), Shape Stone (iii), Strengthen Metal (iii)
Entertainment
(i): Music (i), Theatre (ii)
Exploration (ii): Cartography
(ii), Survival (ii)
Maritime (i): Fishing (ii), Navigation
(i), Sailing (ii)
Military (iii): Melee (iii), Mounted (i),
Naval (i), Ranged (ii), Universal Training (i)
Speleology
(i): Mining (ii)
Written Language (ii): Clergy (iii),
Universal (i)
Projects:
Complete:
*Hidden
Temple
In Progress:
*Agriculture: Animal Husbandry:
Mammoths (ii) {Workers & Soldiers: 1 turn}
*Military: Mounted
Combat (ii) {Soldiers: 2-4 turns}
*Crafts: Smithing (iii)
{Workers: 3-5 turns}
On Hold
*Military: Mounted:
Mammoths (i) {Soldiers}
**Waiting On: Agriculture: Animal
Husbandry: Mammoths (ii)
-------------
On a High Holy Day I send a vision of the future to the High Priest. In this vision the my people, the Randomites, are working a new metal: iron. In this vision a location where the iron ore can be found is revealed to him.
Your high priest receives this vision (Cost: I). He directs some of the workers to search for iron ore where he witnessed it in his vision. They find it in abundance. The smiths begin studying this ore that in time they might learn how to master it. (Crafts: Smithing (iii) added to Projects)
I use as much of my divine power as is necessary to make sure the construction of the Hidden Temple is complete this turn.
The workers are amazed as the great blocks of lift from the ground and fly into place. Your clergy declares it a miracle. The construction of the Hidden Temple is completed in a day rather than a decade. (Power cost: XV, Belief increased to XV)
- - - -
Your people report signs of logging in the woods south of their lands. A few explorers go out and return with tales of ten foot long beetles which can cut down trees with their mandibles.
Sample Costs
This section is intended to give ideas of the amount of power various actions could cost. A wide variety of factors can influence the cost of actions. Performing actions on a suitable holy day may lesson the cost. Sending a vision to a prophet or high priest may cost less than sending it to a common person. Particularly complex visions or other tasks may increase the cost. Preparing someone ahead of time to be a suitable vessel may lessen the cost of manifesting yourself as an avatar through their body each time you perform the action.
Cost |
Actions |
---|---|
I |
Communicating with a prophet or high
priest. |
II |
Communicating with a common person. |
III |
Providing a bountiful harvest for a town. |
IV |
Bringing a minor plague upon a town. |
V |
Manifesting an avatar for an hour. |
VI |
Multiplying someone's lifespan by 5. |
VII |
Communicating with an entire city. |
VIII |
Manifesting an avatar for a day. |
IX |
Striking dead one-third of a city. |
X |
Making someone a demigod (Can use I Power each turn
and extends lifespan by 5). |
XV |
Creating a large structure. |
XX |
Destroying a large army. |
L |
Causing a world-wide catastrophe. |