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/twgrl/ - Towergirls

Princess, I've come for you!

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File: 1427384699081.jpeg (95.91 KB, 625x468, 625:468, buildingacastle.jpeg)

6a6fc3 No.95

So back on 4/tg/ I was working on a set of rules for what happens between generations.

The first intermission is gen 1.5, where the color of your princesses determines what things get built in your castle besides the usual mott and bailey deal.
http://pastebin.com/0Ch0gMFy

That's the rules for that.

The intermission placed at Gen 2.5 is meant to be based upon your accumulated wealth and power. You have up to 8 slots each (16 total) which can be filled with merchants (earned through wealth) and warriors (earned through power).

You can take multiples of the same merchant or warrior to stack their efficiency in your kingdom.

They represent 'units' available to your kingdom. The more times you take them, the higher their quality.

spacing is
5,10,15,17.20.25.27,30
as the thresholds for power/wealth you need to meet to open up slots.


Merchants are
>Farmers
>Smiths
>Tailors
>Cooks
>Hunters
>Slavers
>???
>???

Warriors are
>Pikemen
>Bowmen
>Swordsmen
>Axemen
>?
>?
>?
>Musketeers?

Ideas? Suggestions? Critique? Art? Have at it.

6a6fc3 No.120

>>95
For Merchants
>Alchemists
>Enchanters

>Battle Mages

>Sappers
>Spies

735eb0 No.124

I suggested something like this to Gats and he seemed interested in doing something on it, which means I spent a fair chunk of free time thinking about it.

I wanted the different merchants to help you woo your princesses, and fuck me I sat down and looked at all the princess' personalities and fetishes. Most of the fetishes are either foreplay, sexual position, or where to put the money shot, but the ones that aren't (and the personalities of the princesses outside the bedroom) suggest the following shops:

Adventuring gear (of course) to survive the blatant death traps - weapons and armor. 10’ poles, etc. Also pleases adventuring princesses like the Knight Princess.

Fetish gear and sex toys because seriously guys. It's more than half the board.

A stereotypical RPG Inn to recover from rough sex/frequent sex/monster fights more quickly.

Colosseum/arena/gym for princesses that like athletics, various sports, and dueling.

Bazaar/antiques with treasure and toys for the treasure hunters and collectors.

Magic/Halloween shop to please magical, spooky, and/or superstitious princesses. Maybe has jokes and pranks too. This could be split into several shops TBH.

Library for the intelligent ones that aren’t magical, like dpii, sphinx, etc. Has a tantric/kama sutra section since that needs to be put somewhere.

Beauty Salon/Tailor: Clothed sex, grooming, aroma, roleplaying

Babysitters for the princesses that think about their children.

Chef/restaurant for the many food oriented princesses.

Temples/Theaters/Something refined for the altruistic/goody two shoes princesses to feel fuzzy about.

Bodyguards to help protective princesses protect you

6a6fc3 No.127

>>124
Should these be kingdom improvements bought from the mechanics described above? In gen 2.5?

Or should these come some other way?

735eb0 No.130

>>127
It's just an info dump. I thought it'd be something this thread would want to know.

Maybe decide on a case by case basis. Saying no to one here doesn't mean we can't put it elsewhere.

6a6fc3 No.131

>>130
True!

I really like kingdom management stuff, and having something like

"Structures of Power"

and

"Structures of Wealth"

rather than straight up merchants and warriors could be really cool.

735eb0 No.133

We could go the RTS route and have each peep have a wealth and power cost.

Since how much wealth/power you have coming into this game can be so variable, I need to ask, what is the expected number of purchased units for each relative wealth level?

6a6fc3 No.135

>>133
Well the original intent of having the totaled wealth and power be a 'cap' rather than a 'buy in' like with buying worships or renounces was that I wanted to put in an implicit reason NOT to spend all your money on buying all of the worships you know?

735eb0 No.136

>>135
Yes that makes sense. If 'buy' is inappropriate, what verb should I use? I'd still like to know how many peeps a typical player will have, for different levels of typical.

6a6fc3 No.138

>>136
well what if they have costs, but they don't 'expend' wealth and power, they just 'use' it, leaving it unavailable for grabbing other upgrades?

So you have 20 wealth?

You have a building that requires 1 wealth upkeep. So you can have 20 of these buildings, or have like, 3 of them, and then distributed the other 17 wealth how you like.

But for the purposes of gen3, you still have 20 wealth?

Seems to be getting a little too math intensive though…

3a6fa5 No.242

>>95
>>120
I think sappers should probably be changed to engineers. For instance like siege engineers and stuff. Battle Mages is good as well, but probably also want clerics or paladins on that list.

For merchants I would actually take cooks off of it. And probably add brewers instead.

df987f No.259

How about something that supports you not wanting a kingdom at all?

d6748c No.262

I'm saying all this assertively because I'm a jackass. Please interpret everything as a suggestion.

Get rid of these rules. They're in the way.
1. You may worship instead of renounce for 1
2. You may worship or renounce a foreign idol for 3
3. Your total wealth/power determines the bonus you get from gen 3.

Do this:
At the end of gen 2, buy units. Units may cost wealth, power, or both.
All units are flagged as either military or economic.
When you're done buying units, tally them up. If you have more military units, you get power bonuses from gen 3. If you have more economic units, wealth bonuses. Huntress and similar effects still work.

You are strictly limited in slots. I recommend 8, it feels right. However, all units come in levels, and when you buy multiple levels, it still only takes up 1 slot.

At the end of Gen 3, come back and spend any new or unspent wealth and power. However, you cannot buy new units, you can only upgrade existing units.

Sample units:
Costs are marginal. If it's 1/2/3/4 and I want level 4, it's 1+2+3+4=10

Priests
You may choose whether priests cost wealth or power, but you cannot mix wealth and power to buy priests.
Priests are always economic, regardless of how you paid for them.
Every level of priests lets you worship an idol. If it's a native idol, this is instead of renouncing it. Add +2 to the cost for each foreign idol.
Levels: 1/2/3/4/etc

Paladins.
Like priests: Wealth, power, choose exactly one.
(I think it should be an independent decision. If you want to spend your entire bank on a worship/renounce spree, you can make one wealth and the other power)
Paladins are always military
Every level of paladins lets you renounce a foreign idol. Except the God of Watersports, who just gets off on it.
Levels: 3/4/5/6/etc

Mercenaries.
Mercenaries cost wealth but are a military unit. Mercenaries only take up 1 slot, but for every level you buy, they count as 1 military unit for purposes of determining gen 3 rewards.
4/8/12/16

Slaves
Slaves cost power but are an economic unit. Like mercenaries, each level counts as one unit for determining gen 3 rewards.
4/8/12/16

I'm sorry all my examples broke the rules in some way.

6a6fc3 No.274

>>262
>
>Get rid of these rules. They're in the way.
>1. You may worship instead of renounce for 1
>2. You may worship or renounce a foreign idol for 3
>3. Your total wealth/power determines the bonus you get from gen 3.
one issue with this plan.

It completely removes the mechanics from gen3.

What do we replace gen3's primary power mechanic with?

d6748c No.333

>>274
Not sure I understand. Whether you get wealth bonuses or power bonuses would be determined by whether you chose to buy economic units or military units. Lots of economic units, wealth bonuses. Lots of military units, power bonuses.

Is there another power mechanic this takes out that I'm missing?

6a6fc3 No.344

>>333
oh okay, I see now. Not sure how I was confused on that. Sure that would actually work.

d6748c No.500

>>259
I don't want to be exclusive, but it seems to me that's choosing not to play this ruleset at all. This is definitely not something everyone would be interested in, so it seems like the best thing to do is just stress how optional it is.

If you sorta like the idea but need an option to ditch your kingdom to get into it, please suggest something!

d6748c No.504

Okay, so, if 8 slots is the decision, tradition demands that we have 40 units, and 20 military units + 20 economic units would fit neatly on two pages.

Here's my suggestions so far:

I started with the ideas I posted earlier in the thread, then went to http://en.wikipedia.org/wiki/Hordes_of_the_Things_%28wargame%29 and worked it over with an opinion cleaver. I am NOT suggesting we return to HOTT for any more ideas, I just thought they had an interesting take on fantasy military.

Important note: A lot of my ideas involve increasing the lust of princesses. I want to say that it is still possible to seduce princesses without these items. They're mostly for people that want to claim a lust item without going through the chore of seducing the princess, either because they do not like her fetishes or because they're trying to stay faithful to some other princess.

Economic units:
Civil Engineers - Fortifications, bridge building, architecture
Slavers - already described
Priests - already described
Sex merchants - fetish gear, sex toys. Increases the lust of princesses into any kind of BDSM or who include toys in their sex play. Since that’s most of them, probably expensive.
Bazaar - treasures, trinkets, and the tools for adventurers to collect them (10’ poles). Increases the lust of treasure hunters and trinket collectors.
All Hallows Guild - Magic, spooky stuff, superstitious things, jokes and pranks. Increases the lust of princesses who are into that.
Scholars - library and such. Includes a tantric/kama sutra section. Increases the lust of intellectual princesses.
Fashionistas - Hair, clothes, makeup, etc. Increases the lust of princesses into clothed sex, grooming, aroma, roleplaying, etc.
Teachers - Don’t always teach what Scholars research. Some societies might have a strong education system that focuses on magic, fashion, or combat. Either way, only increases the lust of princesses that have or want a lot of children.
Cuisine - Increases the lust of princesses interested in food.
(Witch) Doctors - Increases the lust of princesses who look like they would go through partners quickly for medical reasons. Orc, Slime, Amazon.

Military units
Blades—Well equipped foot soldiers.
Hordes—Endless seas of poorly trained and equipped fighters
Spears—Well ordered soldiers fighting in phalanx
Warband—Ferocious soldiers who lack discipline but not bravery

Knights—Armored horsemen who charge ferociously into mêlée
Riders—Mounted soldiers who fight with missile weapons in preference to mêlée
Beasts— Soldiers mounted on savage creatures, like wargs
Behemoths— Soldiers mounted on dire creatures, like elephants, behemoths, triclops

Shooters— Archers, crossbows, musketeers
Siege Engineers—Sappers, siege engines, artillery
Fliers— Harpies, moths, etc.
Stealth —Units that attack from hidden positions or behind enemy lines.

Magicians—Magic types, including magicians, warpriests, druids, etc.
Paladins - already described.

Armorers - arms and armor both. Costs wealth. Increases the lust of princesses wearing armor or carrying weapons.
Training Grounds - athletics, sports, etc. Also costs wealth. Disciplined units require a strong economy to support a standing army. Increases the lust of princesses who are interested in war, combat, or athletics.
Militia - Citizen readiness for war, independent of units purchased. Increases the lust of princesses who want to protect you or keep you safe.
Mercenaries - already described

So what's needed are 2 more military units, 9 more economic units, a mechanic as tempting as Lust to make a focus for the military units, and a lot more ability ideas.

d6748c No.506

>>504
Oh God. Please pretend the strikethrough is spoiler.

d6748c No.510

>>504
Marines - Military. Each level of Marines makes one of your other military units sea-going. You're on your own deciding how that works with mounted units. If you take Mermaid Princess, Marines get +1 level, but you're not required to take them. If you pray to Pirate Princess' God, you're required to take Marines, and you get +1 level (which stacks with Mermaid's)

Fleets - Economic. If you pray to Pirate Princess' God, you're required to take fleets, but you get +1 to its level. Not sure what it does.

6a6fc3 No.711

>>259
>>500
What if one of the economic or power options was to have somebody run the kingdom for you? Then you go off adventuring but have the sweetest base camp ever?

3a6fa5 No.723

>>504
Battle Mages is another that you probably should have on that list.

Rangers who act as scouts could also work

d6748c No.765

>>723
I could see renaming Magicians to Battle Mages, and replacing Riders with Rangers

6a6fc3 No.768

>>765
well we could also change the system abit?

Rather than Economic and Military Units?

It's Wealth and Power Units?

Power isn't just military power, it's also political power, so spies, diplomats, mages, etc.

d6748c No.787

>>768
I love the idea, but we need a thesaurus or it'll be confusing whether we're talking about the power stat or a power unit.

6a6fc3 No.834

>>787
True.

Political and Citizen Units?

d6748c No.1066

>>834
I like political. I think we could leave the other as economic.

So now that they're political and not military, we have to ditch some military units. I'm suggesting:
blade
warband
spears
These are just different ways to be foot soldiers, and I think it should be assumed your kingdom has foot without needing to buy anything. Hordes are okay because they're a good visual.

Shooters
Riders
I'd like to remove any melee/ranged distinction, just to keep things simpler. The player can assume they have the necessary ranged units to match their melee units.

Add rangers as a replacement for riders though.

So now:
Hordes
Knights
Rangers
Beasts
Behemoths
Siege Engineers
Fliers
Stealth
Battle Mages
Paladins
Armorers
Training Grounds
Militia
Mercenaries

With room for 6 more political units. I wouldn't mind cutting more, but it's becoming a hard decision for me.

6a6fc3 No.1084

>>1066
Should we have so many?

I'm hesitant to put more than 10 of each type you know? Keep the art work down and since this is a pseudo-gen, having more than 20 choices total feels wrong.

d6748c No.1104

>>1084
I'll accept whatever you decide to cut. I'm too invested to do it myself.

6a6fc3 No.1105

>>1066
>>1104
Okay. Let's look at this.

Armorers are more of an Economic unit, so let's move them over there.

Mercenaries are arguably economic, not power. They're attracted to MONEY, not POWER.

The idea is we want to make the list of people for 'political' the types who would be attracted to you because you are politically powerful. So let's go with that.

1-Riders
2-Fliers
3-Spies
4-Mages
5-Militia
6-Clerics (which are a kind of battle priest anyway)
7-Clergy
8-Demagouges
9-Drillers
10-Siegers
11-Rangers
12-Nobles

Infantry and Archers are considered to come automatically?

Political is primarily military, but with some non-combats thrown in.

Economic should be primarily non-combats, but with some military thrown in.

Let's call it 12 a piece. 1 extra row isn't too much, and since our cap is 8 political and 8 economic, this will work out nicely.

So Economic Units
1- Armorers
2- Mercenaries
3- Slaves

What else?

Assume that Laborers, Farmers, Infantry, and Archers are sort of 'automatically in the kingdom' the basic of the basics.

6a6fc3 No.1106

>>1105
>Drillers
Could also be called Trainers

6a6fc3 No.1107

>>1105
>
>So Economic Units
>1- Armorers
>2- Mercenaries
>3- Slaves
4- Guildsmen
5- Masons
6- Tamers
Maybe make Armorers into Smiths?

I understand the original distinction was in what the stuff did (eg: Mercenaries cost wealth but were a military unit) but that becomes less important when we make the distinction political and economic. Instead it becomes about what that particular unit is ATTRACTED to?

Could also be flipped about to primary purpose as well.

6a6fc3 No.1162

>>1107
7-Traders
8-Bankers
9-Servants
10-Tourists

735eb0 No.1406

What's the difference between:
Clerics and Clergy
Militia and Trainers
Traders and Bankers
And is that difference big enough to warrant two slots, when we could be looking for something more distinct?

I realize there's a big conceptual difference between servants and slaves, but it's another one where I wonder if the practical distinction is big enough to warrant two slots.

The rest look good.

6a6fc3 No.1457

>>1406
>Clerics and Clergy
Each serves different roles. Clerics could also be called Templars for example.

The idea is that both are attracted to political power, but serve very different purposes.

You have Templars who are holy warriors.

And Clergy who are the guys preaching and converting to a religion.

6a6fc3 No.1458

>>1406
>Militia and Trainers
One is a group of citizen fighters, one is the people who train others to fight.

>Traders and Bankers

Bankers always felt weak to me honestly.

Slaves and Servants feel like a big enough difference to deserve separate slots.

Could just call them Servants and then just declare this ranges from slaves to freemen to indentureds?

735eb0 No.1671

>>1458
Clerics are much better as Templars.
I like putting a range of servitude levels on a single servant card.

Whom do trainers teach? If they teach the citizens, then they're just an indirect version of militia. If they teach anyone else, there's a nasty implication that you can buy soldiers but they're not effective by themselves.

6a6fc3 No.2278

>>1671
>Whom do trainers teach?
I was thinking they allow your people to specialize.

735eb0 No.2444

>>2278
Like an "alt forms" bonus for your units?

416297 No.2446

Boy princess needs an alt form that isn't such a pussy.

Like if you make him start lifting.

735eb0 No.2447

>>2446
Gats has a build in the build thread that does exactly that. Starts with Dwarf's sleek collar.

8bcd58 No.2451

File: 1427984718216.jpg (560.96 KB, 1080x715, 216:143, 1401303698214.jpg)

So where are we at the moment gentlemen?

Where is all this being documented and put into proper organisation?

735eb0 No.2456

>>2451
We're not very far at all actually. This project doesn't have as much energy as many of the others. WYSIWYG here.
I think what we're missing right now is a point. I'm happy to build a kingdom just to have a kingdom but many are not.

416297 No.2460

>>2447

Link? I can't find it.

8bcd58 No.2461

>>2456
I know what you mean, I'm quite happy for it to be simple, but I do enjoy the stuff about the colours, that's cute.

735eb0 No.2463

>>2460
Of course, when I say "gats posted," I mean "some schlub posted immediately after gats."

I-Isn't that obvious?

>>312

sorry

416297 No.2464

>>2463

T-that's my route actually.

735eb0 No.2465

File: 1427988505046.gif (433.87 KB, 500x246, 250:123, giphy.gif)

>>2464
Looks legit to me. Why can't you make boy princess work out?

You could go for the Alt Form bonus to seal the deal.

416297 No.2466

>>2465

Just wanted to see if someone would draw it, actually. Or writeknight about it

8dc211 No.2485

>>2466
Resident writeknight here, you summoned me?

Never done gay stuff before but I'd be down to try in the writethread in about 7 or so hours when I get home. Post yer request over there and I'll give it a shot. Just don't go TOO lewd on me.

6a6fc3 No.2502

>>2444
Yeah! Pretty much.

6a6fc3 No.2503

>>2451
yeah OP and idea originator here. We've got the basic form of the idea. Castle Building is set up and ready to go, but we need an art knight for it.

Now we're just hashing out the exactitudes of the gen2-3 intermission.

8bcd58 No.2600

What kind of shit would I be pulling out of the dark portal? Would it depend on renounced gods or something maybe?

8bcd58 No.2601

>>2600
Actually no, wait shit, I like my idea!
Be it renounced OR worshipped, some stuff comes out of that portal, the renounced stuff being more effective but less loyal and vice versa.

6a6fc3 No.2705

>>2601
The idea was that just about anything does… but also has the chance of summoning evil cthulhu gribblies.

6a6fc3 No.2706

>>2705
rather you're always summoning gribblies to do your bidding, but they have a chance of backfiring horrendously on you.

8bcd58 No.2737

>>2705
>>2706
Both are alright, I just feel we could touch on religion shenanigans from gen 2.

6a6fc3 No.2812

>>2737
oh alright. Maybe God Gates? calling on things from the divine realms of the gods you worship?

8bcd58 No.2973

File: 1428224498172.jpg (409.59 KB, 2560x1600, 8:5, 1318216613672.jpg)

>>2812
It just seems funner way of expressing what comes out of the gates

6a6fc3 No.3216

>>2973
agreed

8bcd58 No.3509

>>3216
With your build in mind, what would come out of your portal if you had one?

8bcd58 No.3705

Themed Airships sounds like a fucking awesome concept.
>Spooky skeleton bone zeppelin
>Mermaid sky whale
>Golem hover vessel
>Elegant human balloon galleon

6a6fc3 No.3758

>>3509
My build would result in…
Good Stuff:
>Something related to my dragon princess…
>fairy tricksters from Panthus
>sexy sexy things from Verda
>Death and Magic spirits from Pridellius
>River and water spirits from Perogelch
>Fertility and plant spirits from Chloelle
>Plague spirits from Goercia
>Wealth spirits from Goyvei

Bad things:
>Spirits that suck away inspiration sent from Marbellum?
>Avenging angels of purity sent from Dei?

6a6fc3 No.3760

>>95
My final castle would have…
>Goblin Princess: Green
>Human Princess: Pink
>Harpy Princess: Red
>Kobold Princess: Green
>Dwarf Princess (unbearded): Orange
>Dragon Princess II: Blue
>Angel Princess: Grey
>Gorgon Princess: take Pink, not Green
>Fairy Princess: Pink
>Cat Princess: Red
>Witch Princess: take Red, not black
>Frog Princess: Green
>Plant Princes: Green
>Imp Princess: take Orange, not Green
>Rabbit Princess: take Purple, not Pink
>Mouse Princess: Grey
>Sphinx Princess: take Brown, not Grey
>Holstaur Princess: take Purple, not Pink.
>Vampire Princess: Red
>Faun Princess: take Red, not Green

So I've got…
(Green) Automation*4
(Pink) Trader's Gates*3
(Red) Airship Docks*5
(Orange) Core-Forge*2
(Blue) Armory-Barracks*1
(Grey) Ancient Vaults*2
(Purple) Wizard's Hall*2
(Brown) Sanctified Chapel*1

So this really just reinforces my entire trade/slave/production empire enormously! Airships and Trade-Gates for loads of trade, core-forges and wizard's halls for magical production, a decent amount of automation for defense and to automate the core-forges and parts of the docks, armory-barracks for the baseline defense, and a Sanctified-Chapel I'll devote to my dragon goddess even though not many are likely to worship her outside my kingdom.

8bcd58 No.3965

>>3760
Thats one hell of a fucking fleet.

6a6fc3 No.4003

>>3965
Not as large as it could potentially be, but yeah, it's pretty big.

bcbe79 No.4340

What if we had more than one option per colour?

6a6fc3 No.4664

>>4340

doesn't feel right you know? Meant to add another dimension to the choices you make and encourage you to choose princesses of uncommon colors (who are actually also the lease liked princesses from what I can tell)


8bcd58 No.4688

>>4664

Well don't get me wrong, I don't mean having sharing options. I simply mean additional ones alongside others. Maybe theres a black wealth and black power reward.




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