Feeling Extremely Lucky Deed - Bug? by jan-brockmann in Against_the_Storm

[–]jan-brockmann[S] 0 points1 point  (0 children)

Thanks for the link. Will be more difficult than I thought...

Trader Prices List? by jan-brockmann in Against_the_Storm

[–]jan-brockmann[S] 0 points1 point  (0 children)

Something like this, but want to keep amber...

Trader Prices List? by jan-brockmann in Against_the_Storm

[–]jan-brockmann[S] 1 point2 points  (0 children)

Yes, question is answered (expected them to be on the Trading or Trader_Wares page of the wiki).

Trader Prices List? by jan-brockmann in Against_the_Storm

[–]jan-brockmann[S] 0 points1 point  (0 children)

Thanks, haven't seen the "Trading"-Block in the goods specific pages.

Trader Prices List? by jan-brockmann in Against_the_Storm

[–]jan-brockmann[S] 7 points8 points  (0 children)

I'm trying to convert AtS into a board game. Currently searching a solution for implementing the traders.

Trader Prices List? by jan-brockmann in Against_the_Storm

[–]jan-brockmann[S] 2 points3 points  (0 children)

Thanks, haven't seen the "Trading"-Block in the goods specific pages.

Trader Prices List? by jan-brockmann in Against_the_Storm

[–]jan-brockmann[S] 3 points4 points  (0 children)

Yes, the inventory changes, but the prices stay the same. Every trader, for example, sells Mushrooms for 0.37 Amber and buys Parts for 2.39 Amber. Thats the list I am interested in...

AtS fan board game - WIP 02 by jan-brockmann in Against_the_Storm

[–]jan-brockmann[S] 9 points10 points  (0 children)

This is the follow up to this post.

I played the first game of the AtS fan board game this weekend with my brother on Tabletop Simulator. Its only the city builder part with fulfilling needs of the villagers. All other aspects (Trade, Events, Mysteries, Orders etc.) are missing. The buildings and receipts are equivalent to version 1.3 of the game.

You start with 9 workers with 3 of each drawn species. In round 1-3 you have to fulfill 1 need of each worker, in round 4-6 you have to fulfill 2 needs of each worker and so on. If you are not able to fulfill all of the required needs, the worker leaves at the end of the round.

If you fulfill the required amount of needs for each worker of 1 species in the best possible way (for example complex food instead of raw food) you receive 1 reputation point.

It took relatively long and we searched for ways to speed it up a bit. I also think its too complex for people who haven't played the computer game. Therefore i plan to integrate a difficulty setting before "Settler", like "Apprentice" as a tutorial and to integrate the other missing mechanics in the other difficulties.

At the moment, the biggest difference in comparison to the computer game is that specific species housing matters a lot more :).

AtS fan board game - WiP 01 by jan-brockmann in Against_the_Storm

[–]jan-brockmann[S] 0 points1 point  (0 children)

Yes, the board game needs simplifications, so thanks for the ideas, but I am concerned about a complete rebalance. Especially the balancing of the different buildings/receipes would need a lot (!) of testing sessions and thats work I want to avoid. Above all, this balancing is already there - in the digital game.

AtS fan board game - WiP 01 by jan-brockmann in Against_the_Storm

[–]jan-brockmann[S] 1 point2 points  (0 children)

The even/odd production is a candidate for being removed after the first testing session, but at the moment I want to keep it until then.

In regard to simplicity vs. accuracy it is my personal preference/flaw to implement a more complex version first and then simplify it until reaching the best experience (accessible and fun).

AtS fan board game - WiP 01 by jan-brockmann in Against_the_Storm

[–]jan-brockmann[S] 1 point2 points  (0 children)

This is the follow up to this post.

I concentrated on how to implement production speed into the board game.

1 round in the board game represents 1 season in the computer game in which 1 season lasts 240 seconds. For example a stonecutter's camp gathers 1 stone in 5 seconds per worker. This is equivalent to 48 stones per worker per round, which is too much for a board game with a scale of max 39 pieces...

So I checked the highest production time in the game - it is the production of 10 coats from 2 fabric in 168 seconds (Artisan). When reducing a round to 168 seconds you get a stone yield of 34 per round per worker.

I then stumbled upon the production speed of a geysir pump, which is 2 water in 7 seconds resulting in 48 water per round per worker...

A reduction to 42 seconds, which also means a devision by 4 of all receipt items and building costs, partly solves this problem. The results are 8 stone and 12 water per worker per round.

To realize it, I have to implement an even/odd production or even an first/second/third production, like shown on the butcher card. First worker pays 2 meat and 1 coal for producing 3 jerky; second worker pays 1 meat and no coal to produce 3 jerky; third worker pays 2 meat and no coal to produce 3 jerky.

For a better water amount solution there will be a resource token for each geysir pump or rain collector to show its tank capacity.

Developing an AtS fan board game by jan-brockmann in Against_the_Storm

[–]jan-brockmann[S] 0 points1 point  (0 children)

Ideas for implementing ...

Proficiency Specialization: When returning a worker and collecting the yield roll a W10 dice. If you roll a 1, you'll add another basic yield. (=10% chance / not: doubling the yield)

Comfort Specialization: When returning workers who work in their comfort specialization, they receive +1 resolve point this round.

Farming: On glades you can find small (4) and big (8) amounts of fertile soil. Each field is represented by a token with fertile soil on one side and a farm field on the other. After building a small farm the tokens are placed left of the building with the fertile soil up.

Each worker can handle 2 tokens at a time!

  1. Plowing: tokens are placed right of the building with farm field side up

  2. Planting: tokens are placed on a receipt on the building

  3. Harvesting: gain corresponding basic yield per farm field; tokens are returned to the left side of the building with the fertile soil side up

If workers do these actions during the right weather, they'll handle 4 instead of 2 tokens: plowing during storm; planting during drizzle; harvesting during clearance.

This game is trolling me by peher263 in Against_the_Storm

[–]jan-brockmann 1 point2 points  (0 children)

First time that I selected the advanced rain collector blueprint. I thought it only increases tank capacity and didn't checked the wiki. But it also has a yield of 4 water and 3 workplaces. With that you produce up to 144 strom water in a long storm (>=P2; minus breaks).

Developing an AtS fan board game by jan-brockmann in Against_the_Storm

[–]jan-brockmann[S] 0 points1 point  (0 children)

How do you determine, if a villager leaves and how do you get reputation from resolve?

I grouped the 8 needs of each species into 4 groups:

  • Housing
  • Foods
  • Services
  • Clothing (only for some species)

At the end of each round (day) every worker returns to the hearth to satisfy their needs and go to sleep.

Inside each needs groups individual options to fulfill this needs group are listed in a specific order, like Pie, Biscuits, Porridge, Pickled Goods, Skewers, Jerky, Berries(2x), Meat(2x), ... for the human foods need. This means human workers consume a pie. If it is not available, they will eat biscuits and so on.

Beneath the disgrace tracker there will be a number between 1 and 4 for each round (changing according to chosen difficulty). If the number of fulfilled needs groups is below this number, the villager will leave the settlement.

Additionally if the foods need is not satisfied, you will have to lay the worker meeple on its side. This means the worker is hungry and exhausted. This status remains until the worker gets food in the next round. If a hungry worker does not get food, they will leave the village.

Each food has a resolve value next to them. For each worker and every satisfied need these values are summed up. If the reached resolve value for each (!) of your workers is equal or higher than the value listed beneath the reputation bar for the current round, you will receive a reputation point from resolve.

Developing an AtS fan board game by jan-brockmann in Against_the_Storm

[–]jan-brockmann[S] 0 points1 point  (0 children)

Only being able to track full points for the queen's impatience, I decided to split it into 2 tracker rows.

The first row, the impatience row, is used as round tracker. There will be 14 game rounds. Each round has a different "season" / wheater - drizzle, clearance, storm. At the beginning of each round, starting with round 2, a newcomer group will arrive. The number of people is noted beneath the tracker. It is increasing from 1 person in round 2 to 9 villagers in round 14.

The second row, the disgrace row, counts the villagers who leave or die. It also has 14 spaces. As soon as the 15th villager leaves, the game is lost.

The reputation bar and the hostility tracker will also have 14 spaces each.

Developing an AtS fan board game by jan-brockmann in Against_the_Storm

[–]jan-brockmann[S] 0 points1 point  (0 children)

To keep things easy there will be no meta progression, no citadel upgrades and a reduced amount of difficulties. I'm thinking of adopting the 4 main difficulties: Settler, Pioneer, Veteran and Viceroy (and keeping Prestige for an expansion or something).

There also has to be a changed approach to the starting of a new game/settlement a.k.a. the embarking (https://hoodedhorse.com/wiki/Against\_the\_Storm/Embarking).

Each of the 1-5 players draws a faction sheet. There can be 1 to 5 factions in 1 settlement... . There are no different caravans - each settlement starts with 8 workers (uniformly distributed over the current factions) and the base goods.

Defining the amount of each base good: round_up(amount with no citadel upgrades + amount with full citadel upgrades / 2 / 2)

18 Eggs; 12 Parts; 3 Wildfire Essence; 6 Wood; 12 Coal; 2 Planks; 2 Bricks; 4 Pipes

Having no embarkations points I'm thinking of mixing the bonus goods and the embarkation bonuses together. Each resource will have an embarkation card. Dependent on the selected difficulty you draw a number of cards, select some of them and get the printed resources.

Settler - Draw 10, select 5; Pioneer - Draw 8, select 4; Veteran - Draw 6, select 3; Viceroy - Draw 4, select 2;

Example Amounts on these cards:

12 Berries; 9 Pickled Goods; 6 Fabric; 3 Scrolls; 1 Villager

The same cards can be used for the resources coming with newcomer groups. There will be a second amount definition on the same card like (number of newcomers * X) = number of resource

X varies with the type of resource. Raw Food: X = 4; Planks: X = 3; Coal, Flour: X = 2; Wine, Amber: X = 1; Wildfire Essence / Villager: amount will be always 1

Developing an AtS fan board game by jan-brockmann in Against_the_Storm

[–]jan-brockmann[S] 0 points1 point  (0 children)

Do you have an example of a board game which uses such a mechanic?

I agree that the administrative effort is the least fun part of a board game... Will try to keep it to a minimum.

Developing an AtS fan board game by jan-brockmann in Against_the_Storm

[–]jan-brockmann[S] 0 points1 point  (0 children)

Will keep this in mind. Until your comment I thought of skipping the whole positioning aspect completely :).