MarbitChow wrote:Werebiscuit (Hyde) : Forage Fails! Hyde gains 2 Hits, 2 communal stone. Dod feels like he's getting better at being a Miner (2 stone gathered)
1 Mushroom is Entirely Consumed!
You'll produce 3 stone. Items produced by multiple people working on them immediately become communal, the other 2 are 'yours' until released / stored.Werebiscuit wrote:ps Marbit.. If Hyde spends all 4 actions Mining and someone else spends 1 action mining do we produce 3 stone or have both myself and another non-miner wasted an action and only produced 2 stone ?
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.
Also, if you start working on something, all your actions get applied first before someone else's, so if you're able to complete the action on your own, someone can't just offer to help in order to force the item to be communal. If you want to grief another player, just attack them directly.MarbitChow wrote:You'll produce 3 stone. Items produced by multiple people working on them immediately become communal, the other 2 are 'yours' until released / stored.
0beron wrote:Arthemy's held Stone is Communal.
I'll decide on my actual actions once we have an agreement about structure(s).
MarbitChow wrote:. In order to build a structure, it takes 1 action per resource required.
The rule that 20 of the actions spent building a road must be spent in each zone seems to be a legacy from before the 1 action per resource change. Wouldn't 10 in each zone be more reasonable?MarbitChow wrote:Road - Allows Crossing between zones with a single action. Players must completely control both zones during the entire construction attempt; 20 of the Actions must be spent in each zone.
n/a, 15 Stone, 10 Wood, Unlimited Users
I've doubled the resource collection rate and halved the resource costs for structures, so that they can be built in a reasonable amount of time. In order to build a structure, it takes 1 action per resource required
Swodaems wrote:Werebiscuit, I think the granary should be a higher priority for us than the mason workshop. (We would need 1 more communal stone to do it, as well as someone spending 2 actions to help build.)
Resources can be used the same turn. You can delay all your build actions until all Gather actions have completed, although if a player forgets to declare the item to be communal, it won't be available. Players cannot declare that all items they gather are automatically communal. They must explicitly declare it on each turn that they gather resources. Note that you can normally only carry 2 items; all items left behind if you leave the zone automatically become communal.Swodaems wrote:Do the resources required for building a structure have to be gathered a turn before the final action completes or can a stone be used the same turn it is gathered?
Since it now requires 25 resources instead of 40, 12 must be in each zone. The odd last action can be from either zone.Swodaems wrote:Wouldn't 10 in each zone be more reasonable?
Yes, that's correct.Swodaems wrote:And am I correct in assuming that the free actions produced by a mason's workshop can only be used on structures being built in the same zone?
MarbitChow wrote:Players may carry 2 items, 2 food, or 1 resource. Certain items may increase these limits!
Players CAN own items that they can't carry - they remain 'owned' until the player releases them, or they leave the zone. Items on a player's 'base' are NOT communal - they still belong to that player. Items that are on the ground are communal. 0beron has declared his stone communal, but none of the wood currently is.Werebiscuit wrote:Swodaems. Now I don't know that they can own resources that they can't carry but you may be right that none of the wood is communal. I WAS assuming the items on the ground are communal and the mushroom on the ground WILL spoil. I may be wrong.