the spite must flow
Cthulhu War Tempest
Superzapper Recharge
Moderator: Doug
Re: Cthulhu War Tempest
At the end of round two, Tcho-Tchos have 13 doom
Sleeper and then Tcho-Tchos have conspired to keep Windwalker from being first player
Ubbo should be at 5 dice
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Re: Cthulhu War Tempest
Tcho-Tchos are at 21 doom. If no one can get to all six spellbooks, Tcho-Tchos will force the group loss
They can't stop Windwalker from being first player forever
Once again I made the image before updating Ubbo -- Ubbo is at 7
A series of unlikely rolls cause Windwalker to wait until it gets to South Atlantic to rebuild a gate. This occasional outlier behavior is intentional, though
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Re: Cthulhu War Tempest
I started this game over, because I wasn't happy with allowing Tcho-Tchos to first foray into Indian Ocean, which is incorrect
Now I don't usually post the results of a round one, because it's not usually interesting, but I posted this one because it's the end of round one, and Tcho-Tchos have 9 doom.
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Re: Cthulhu War Tempest
Tcho-Tchos at 15 at the end of round two
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Re: Cthulhu War Tempest
Tcho-Tchos at 22; it's now or never
Oh btw TT's high priests shouldn't be there, I forgot to remove them
Windwalker finally becomes the first player with a big Hibernation at the end of round three
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Re: Cthulhu War Tempest
Windwalker builds a bunch of gates, and Sleeper steals them.
Tcho-Tchos are at 29. It's actually not quite over.
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Re: Cthulhu War Tempest
I decided to start over after making two huge changes.
First, I moved the Hatred module up much higher. The bots are now apt to attack much earlier in the game. Now here at the end of round two, it seems the same as the previous game -- but it's not quite the same. Windwalker has made an extra gnoph-keh and extra wendigo, instead of trying to Hibernate at all, to set up sending Rhan-Tegoth into Asia.
Second, I've changed Windwalker's Arctic Wind paradigm so that he tries to steal gates more than wants to build them. Honestly I should have done that a while ago. You really shouldn't be building gates in rounds four and five, or at least almost never. You should be taking them from other players.
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Re: Cthulhu War Tempest
And, it just isn't enough, is it
Windwalker rebuilds the lost gate, and Sleeper goes for another spellbook, instead of doing anything about Tcho-Tchos, who are at 23 in three rounds
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Re: Cthulhu War Tempest
The changes are a step in the right direction. Windwalker plows through Asia on the way to Antarctica, and kills Tcho-Tcho units there. Tcho-Tchos do not ritual here due to no high priests, and also due to Sleeper borrowing Sycophancy.
(TT will have 10 power due to minimum power rule, but it's still not enough. Also, Sleeper gets back its snake.)
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Re: Cthulhu War Tempest
The changes are wonderful for round five, causing Tcho-Tchos to get whaled on, and they are unable to ritual to make everyone lose or even to get to 30.
Sleeper seems to have the edge over Windwalker in the late game this time, as the capture power generated by Tsathoggua makes a ritual completely painless for Sleeper
TT actually adds a high priest during the doom phase as Sleeper goes to 15+ doom
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Re: Cthulhu War Tempest
In round six, Tcho-Tchos win, 35 to Sleeper's 32. Windwalker had 29.
I'm pretty happy with this result, with the aggression by the other two making Tcho-Tchos take a full two turns longer to win. Probably could improve it even more, but I'm not sure (some of that was high elder signs on TT's part)
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Re: Cthulhu War Tempest
Ancientsbot is Not Nice
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Re: Cthulhu War Tempest
It's neat how the bots will surprise me. Ancientsbot abandons the gate in South Pacific (after getting power from it, of course) to teleport into Asia.
Windwalker slammed the Ice Age marker onto North America as soon as it could
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Re: Cthulhu War Tempest
Ancientsbot likes to own the spaces its cathedrals are on
Ancients and Sleeper are tied, and Windwalker is about to get pissed, so I honestly don't know who's gonna win this one
Windwalkerbot thinks Sleeper is winning, though
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Re: Cthulhu War Tempest
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Re: Cthulhu War Tempest
bottom-right girl's shirt being the same color as the white background looks weird at a glance
u gotta skate
Re: Cthulhu War Tempest
Huh, not the same on my monitor
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Re: Cthulhu War Tempest
Sarah Connor is rolling over in her cell.It's neat how the bots will surprise me.
Re: Cthulhu War Tempest
Mwaahahahahahahahahahahaha
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Re: Cthulhu War Tempest
Doesn't Invasion just Awaken Baphomet turn one and maul somebody? I don't see why that's not what they do
EDIT: THAT'S WHY IT COSTS BAPHOMET DOOM TO CAPTURE INSTEAD OF POWER
EDIT: THAT'S WHY IT COSTS BAPHOMET DOOM TO CAPTURE INSTEAD OF POWER
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Re: Cthulhu War Tempest
Invasion makes a gryllus, exiles it to Baphomet, takes Heliocentrism, and then begins the journey. It exiles a larvae to Baphomet, but draws a 1 and 3 elder signs to keep the 3. Cthulhu draws a 1.
EDIT: Welp, I already don't like that. Let's have Invasion go gryllus, Baphomet, gryllus, Move Baphomet + 3. That way he exiles a gryllus to Baphomet during the doom phase instead of a larvae
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Re: Cthulhu War Tempest
Invasion's opening seems correct now. For his second-phase elder sign, he pulls a 2, a 3, and then who cares what the third one is he takes the 3
Cthulhu also draws a 3 though
Oh durr I just realized that Cthulhu's second gate would be in North Pacific. Well, I can move it there and this changes nothing
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Re: Cthulhu War Tempest
When he Blood Offers, do bots take him up on it, and for how much doom?
Use Blood Offering if it's unused. From bots, accept 3 doom per cultist, except from Hated, in which case accept 2 doom per cultist. From humans, accept 2 doom per cultist, except from Hated, in which case accept 1 doom per cultist.
Other bots will take this offer if they can pay with non-gate cultists
Never accept an offer that puts someone at (doom + 1.66 times elder signs = 30+)
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Re: Cthulhu War Tempest
Black Goat is just Cthulhu's victim. However, Invasion is just starting to go around capturing cultists. In the doom phase, Invasion gets to see four elder signs, and of course one of them is a 3. Cthulhu meanwhile rituals and draws a 2 elder sign
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Re: Cthulhu War Tempest
Alright I think it's clear at this point that Cthulhu for example should treat Lord's Shadows as enemy gates that it wants to take over
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Re: Cthulhu War Tempest
OK at the end of two rounds of a new game, I'm very happy with everyone's performance.
GC and BG would have 4 doom, but Invasion made them each lose 1.
One thing I tripped over was, Black Goat doesn't get out her free ghouls? Why the hell not, what was I thinking? How did I miss that? But no, she doesn't. She waits until round three to get them out. Why? Because being able to Lethargy is a resource, and it's a more valuable resource when you're at 10 in round three than it is when you're at 2 in round two. Also, with Invasion playing, getting out the ghouls in round two is even worse, because you're giving Invasion two free turns by doing so.
Note that Invasion didn't exactly abandon the two larvae in the South Atlantic -- it had had a gryllus there, but Baphomet ate the gryllus during the second doom phase.
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Re: Cthulhu War Tempest
Cthulhu has a horrible battle in the South Atlantic -- a miserable roll, and meanwhile Baphomet turns in all his elder signs when Cthulhu moves in, and rolls 10 dice, and gets a crazy good roll. Cthulhu is devastated. And then he had had to Devolve a cultist in the South Pacific when Invasion had moved in, leaving him with 2 cultists total.
Black Goat meanwhile enjoys not participating. She may have to do something about Baphomet's retreat, though
This is going really well, the bots seem correct right now
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Re: Cthulhu War Tempest
OK so in the fourth round, everything goes to hell
The plan to have Baphomet walk four larvae to the next portent each time is the most cost-effective plan, but the fundamental problem it has is that it requires large payments of 5 power to move 5 guys. This just doesn't work over and over. And this means Invasion can't get that spellbook, and of course that doesn't work
So I think the plan is going to have to be to send teams of fiend + larvae out, like little squads, and they'll have to get it done. This will have a higher total cost, but lower individual payments
The plan to have Baphomet walk four larvae to the next portent each time is the most cost-effective plan, but the fundamental problem it has is that it requires large payments of 5 power to move 5 guys. This just doesn't work over and over. And this means Invasion can't get that spellbook, and of course that doesn't work
So I think the plan is going to have to be to send teams of fiend + larvae out, like little squads, and they'll have to get it done. This will have a higher total cost, but lower individual payments
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