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On Spells and Society, or how 5e spells completely change everyone's lives.

Today i have a confession to make: i'm a little bit of a minmaxer. And honestly, i think that's a pretty desirable trait in a DM. The minmaxer knows the rules, and exploits them to maximum efficiency.
"But wait, what does that have to do with spell use in society?" - someone, probably.
Well, the thing is that humans are absolutely all about minmaxing. There's a rule in the universe that reads "gas expands when hot", and suddenly we have steam engines (or something like that, i'm a political scientist not an engineer). A rule says 1+1 = 2, and suddenly we have calculus, computers and all kinds of digital stuff that runs on math. Sound is energy? Let's convert that shit into electricity, run it through a wire and turn it back into sound on the other side.
Bruh. Science is just minmaxing the laws of nature. Humanity in real life is just a big bunch of munchkins, and it should be no different in your setting.
And that is why minmaxing magic usage is something societies as a whole would do, specially with some notable spells. Today i will go in depth on how and why each of these notable mentions has a huge impact on a fantasy society.
We'll go from lowest level to highest, keeping in mind that the lower level a spell the more common it should be to find someone who has it, so often a level 2-3 spell will have more impact than a level 9 spell.

Mending (cantrip).
Repair anything in one minute. Your axe lost its edge? Tore your shirt? Just have someone Mend it.
Someone out there is crying "but wait! Not every village has a wizard!" and while that is true, keep in mind any High Elf knows a cantrip, as can any Variant Human.
A single "mender" could replace a lot of the work a smith, woodworker or seamstress does, freeing their time to only work on making new things rather than repair old ones.

Prestidigitation (cantrip).
Clean anything in six seconds. Committed axe murders until the axe got blunt, and now there's blood everywhere? Dog shit on your pillow out of spite? Someone walked all over the living room with muddy boots? Just Prestidigitate it away.
This may look like a small thing, but its actually huge when you apply it to laundry. Before washing machines were a thing housewives had to spend several hours a week washing them manually, and with Prestidigitation you can just hire someone to get it done in a few minutes.
A single "magic cleaner" can attend to several dozen homes, if not hundreds, thus freeing several hours of the time of dozens of women.
Fun fact: there's an interesting theory that says feminism only existed because of laundry machines and similar devices. Women found themselves having more free time, which they used to read and socialize. Educated women with more contacts made for easy organization of political movements, and the fact men were now able to do "the women's work" by pushing a button meant men were less opposed to losing their housewives' labor. Having specialized menders and magic cleaners could cause a comparable revolution in a fantasy setting, and help explain why women have a similar standing to men even in combat occupations such as adventuring.

Healing in general (1st-2nd level).
This one is fairly obvious. A commoner has 4 hit points, that means just about any spell is a full heal to the average person. That means most cuts, stab wounds, etc. can be solved by the resident cleric. Even broken bones that would leave you in bed for months can be solved in a matter of seconds as soon as the holy man arrives.
But that's nothing compared to the ability to cure diseases. While the only spell that can cure diseases is Lesser Restoration, which is second level, a paladin can do it much more easily with just a Lay on Hands. This means if one or two people catch a disease it can just be eradicated with a touch.
However doing that comes with a cost. If everyone is instantly expunged of illness, the populace does not build up their immune systems. Regular disease becomes less common, sure, but whenever it is reintroduced (by, say, immigrants or contact with less civilized humanoids) it can spread like wildfire, afflicting people so fast that no amount of healers will have the magic juice to deal with it.
Diseases become rare, plagues become common.

Continual Flame (2nd).
Ok, this one is a topic i love and could easily be its own post.
There's an article called "Why the Falling Cost of Light Matters", which goes in detail about how man went from chopping wood for fire, to using animal fat for candles, then other oils, whale oil, kerosene, then finally incandescent light bulbs, and more recently LED lights. Each of these leaps is orders of grandeur more efficient than the previous one, to the point that the cost of light today is about 500,000 times cheaper than it was for for a caveman. And until the early 1900s the only way mankind knew of making light was to set things on fire.
Continual Flame on the other hand allows you to turn 50gp worth of rubies and a 2nd level spell slot into a torch that burns forever. In a society that spends 60 hours of labor to be able to generate 140 minutes of light, this is a huge game changer.
This single spell, which i am 99% sure was just created as an excuse for why the dungeon is lit despite going for centuries without maintenance, allows you to have things like public lighting. Even if you only add a new "torchpost" every other week or month sooner or later you'll be left with a neatly lit city, specially if the city has had thousands of years in which to gather the rubies and light them up.
And because the demand of rubies becomes so important, consider how governments would react. Lighting the streets is a public service, if its strategically relevant to make the city safer at night, would that not warrant some restrictions on ruby sales? Perhaps even banning the use of rubies in jewelry?
Trivia: John D. Rockefeller, the richest man in history, gained his wealth selling kerosene. Kerosene at the time was used to light lamps. Gasoline was invented much later, when Rockefeller tasked a bunch of scientists to come up with a use for some byproducts of the kerosene production. This illustrates how much money is to be had in the lighting industry, and you could even have your own Rockefeller ruby baron in your game. I shall call him... Dohn J. Stonebreaker. Perfect name for a mining entrepreneur.
Whether the ruby trade ends up a monopoly under the direct supervision of the king or a free market, do keep in mind that Continual Flame is by far the most efficient way of creating light.

Gentle Repose (2nd).
Cast it on a corpse, and it stays preserved for 10 days.
This has many potential uses, from preserving foodstuffs (hey, some rare meats are expensive enough to warrant it) to keeping the bodies of old rulers preserved. Even if a ruler died of old age and cannot be resurrected, the body could be kept "fresh" out of respect/ceremony. Besides, it keeps the corpse from becoming undead.

Skywrite (2nd).
Ok, this one is mostly a gag. While the spell can be used by officials to make official announcements to the populace, such as new laws or important news, i like to just use it for spam. I mean, its a ritual spell that writes a message on the sky; what else would people use it for?
Imagine you show up in a city, and there's half a dozen clouds reading "buy at X, we have what you need", "get your farming supplies over at Joe's store" or "vote Y for the city council".
The possibilities are endless, and there's no way the players can expect it. Just keep in mind that by RAW the spell can only do words, meaning no images. No Patrick, "8===D" is not a word.

Zone of Truth (2nd).
This one is too obvious. Put all suspects of a crime into a ZoT, wait a couple minutes to make sure they fail the save, then ask each one if he did it. Sure its not a perfect system, things like the Ring of Mind Shielding still exist, but it's got a better chance of getting the right guy than most medieval justice systems. And probably more than a few contemporary ones. All while taking only a fraction of the time.
More importantly, with all the average crimes being handled instantly, the guards and investigators have more time to properly investigate the more unusual crimes that might actually involve a Thought Shield, Ring of Mind Shielding or a level 17 Mastermind.
There is a human rights argument against messing with people's minds in any way, which is why this may not be practiced in every kingdom. But there are definitely some more lawful societies that would use ZoT on just about every crime.
Why swear to speak the truth and nothing but the truth when you can just stand in a zone of truth?
Another interesting use for ZoT is oaths. When someone is appointed into an office, gets to a high rank in the military or a guild, just put them in a ZoT while they make their oath to stand for the organization's values and yadda yadda. Of course they can be corrupted later on, but at least you make sure they're honest when they are sworn in.

Sending (3rd).
Sending is busted in so many ways.
The more "vanilla" use of it is to just communicate over long distances. We all know that information is important, and that sometimes getting information a whole day ahead can lead to a 40% return on a massive two-year investment. Being able to know of invasions, monsters, disasters, etc. without waiting days or weeks for a courier can be vital for the survival of a nation. Another notable example is that one dude who ran super fast for a while to be the first to tell his side of a recent event.
But the real broken thing here is... Sending can Send to any creature, on any plane; the only restriction being "with which you are familiar". In D&D dead people just get sent to one of the afterlife planes, meaning that talking to your dead grandfather would be as simple as Sending to him. Settling inheritance disputes was never easier!
Before moving on to the next point let me ask you something: Is a cleric familiar with his god? Is a warlock familiar with his patron?

Speak With Dead (3rd).
Much like Sending, this lets you easily settle disputes. Is the senate/council arguing over a controversial topic? Just ask the beloved hero or ruler from 200 years ago what he thinks on the subject. As long his skeleton still has a jaw (or if he has been kept in Gentle Repose), he can answer.
This can also be used to ask people who killed them, except murderers also know this. Plan on killing someone? Accidentally killed someone? Make sure to inutilize the jaw. Its either that, being so stealthy the victim can't identify you, or being caught.

Note on spell availability.
Oh boy. No world-altering 4th level spells for some reason, and suddenly we're playing with the big boys now.
Spells up to 3rd level are what I'd consider "somewhat accessible", and can be arranged for a fee even for regular citizens. For instance the vanilla Priest statblock (MM348) is a 5th level cleric, and the standard vanilla Druid (MM346) a 4th level druid.
Spells of 5th level onward will be considered something only the top 1% is able to afford, or large organizations such as guilds, temples or government.

Dream (5th).
I was originally going to put Dream along with Sending and Telepathy as "long range communication", but decided against it due to each of them having unique uses.
And when it comes to Dream, it has the unique ability of allowing you to put your 8 hours of sleep to good use. A tutor could hire someone to cast Dream on him, thus allowing him to teach his student for 8 hours at any distance. This is a way you could even access hermits that live in the middle of nowhere or in secluded monasteries. Very wealthy families or rulers would be willing to pay a good amount of money to make sure their heirs get that extra bit of education.
Its like online classes, but while you sleep!
Another interesting use is for cheating. Know a princess or queen you like? She likes you back? Her dad put 400 trained soldiers between you? No problemo! Just find a 9th level Bard, Warlock or Wizard, but who am i kidding, of course it'll be a bard. And that bard is probably you. Now you have 8 hours to do whatever you want, and no physical evidence will be left.

Raise Dead (5th).
Few things matter more in life than death. And the ability to resurrect people has a huge impact on society. The impact is so huge that this topic needs topics of its own.
First, diamond monopoly. Remember what i said about how Continual Flame would lead to controlled ruby sales due to its strategic value? This is the same principle, but a hundred times stronger. Resurrection is a huge strategic resource. It makes assassinations harder, can be used to bring back your officials or highest level soldiers over and over during a war, etc. This means more authoritarian regimes would do everything within their power to control the supply and stock of diamonds. Which in turn means if anyone wants to have someone resurrected, even in times of peace, they'll need to call in a favor, do a quest, grease some hands...
Second, resurrection insurance. People hate risks. That's why insurance is such a huge industry, taking up about 15% of the US GDP. People insure their cars, houses... even their lives. Resurrection just means "life insurance" is taken more literally. This makes even more sense when you consider how expensive resurrection is: nobody can afford it in one go, but if you pay a little every month or year you can save up enough to have it done when the need arises.
This is generally incompatible with the idea of a State-run monopoly over diamonds, but that just means different countries within a setting can take different approaches.
To make things easier, i even used some microeconomics to make a sheet in my personal random generators to calculate the price of such a service. Just head to the "Insurance" tab and fill in the information relative to your setting.
With actual life insurance resurrection can cost as little as 5gp a year for humans or 8sp a year for elves, making resurrection way more affordable than it looks.
Also, do you know why pirates wore a single gold earring? It was so that if your body washes up on the shore whoever finds it can use the money to arrange a proper burial. Sure there's a risk of the finder taking it and walking away, but the pirates did it anyway. With resurrection in play, might as well just wear a diamond earring instead and hope the finder is nice enough to bring you back.
I got so carried away with the whole insurance thing i almost forgot: the possibility of resurrection also changes how murders are committed.
If you want someone dead but resurrection exists, you have to remove the vital organs. Decapitation would be far more common. Sure resurrection is still possible, but it requires higher level spells or Reincarnate, which has... quirks.
As a result it should be very obvious when someone was killed by accident or an overreaction, and when someone was specifically out to kill the victim.

Scrying (5th).
This one is somewhat obvious, in that everyone and their mother knows it helps finding people. But who needs finding? Well, that would be those who are hiding.
The main use i see for this spell, by far, is locating escaped criminals. Just collect a sample of hair or blood when arresting someone (or shipping them to hard labor which is way smarter), and if they escape you'll be almost guaranteed to successfully scry on them.
A similar concept to this is seen in the Dragon Age series. If you're a mage the paladins keep a sample of your blood in something called a phylactery, and that can be used to track you down. There's even a quest or two about mages trying to destroy their phylacteries before escaping.
Similarly, if you plan a jailbreak it would be highly beneficial to destroy the blood/hair sample first. As a matter of fact i can even see a thieves guild hiring a low level party to take out the sample while the professional infiltrators get the prisoner out. Keep in mind both events must be done at the same time, otherwise the guards will just collect a new sample or would have already taken it to the wizard.
But guards aren't the only ones with resources. A loan shark could keep blood samples of his debtors, a mobster can keep one of those who owe him favors, etc. And the blood is ceremoniously returned only when the debt is fully paid.

Teleportation Circle (5th), Transport Via Plants (6th).
In other words, long range teleportation. This is such a huge thing that it is hard to properly explain how important it is.
Teleportation Circle creates a 10ft. circle, and everyone has one round to get in and appear on the target location. Assuming 30ft. movement that means you can get 192 people through, which is a lot of potential merchants going across any distance. Or 672 people dashing.
Math note: A 30ft radius square around a 10ft. diameter square, minus the 4 original squares. Or [(6*2+2)^2]-4 squares of 5ft. each. Hence 192 people.
Getting hundreds of merchants, workers, soldiers, etc. across any distance is nothing to scoff at. In fact, it could help explain why PHB item prices are so standardized: Arbitrage is so easy and cheap that price differences across multiple markets become negligible. Unless of course countries start setting up tax collectors outside of the permanent teleportation circles in order to charge tariffs.
Transport Via Plants does something very similar but it requires 5ft of movement to go through, which means less people can be teleported. On the other hand it doesn't burn 50gp and can take you to any tree the druid is familiar with, making it nearly impossible for tax collectors to be waiting on the other side. Unfortunately druids tend to be a lot less willing to aid smugglers, so your best bet might be a bard using spells that don't belong to his list.
With these methods of long range teleportation not only does trade get easier, but it also becomes possible to colonize or inhabit far away places. For instance if someone finds a gold mine in the antarctic you could set up a mine and bring food and other supplies via teleportation.

Major Image (6th level slot).
Major Image is a 3rd level spell that creates an illusion over a 20ft cube, complete with image, sound, smell and temperature. When cast with a 6th level slot or higher, it lasts indefinitely.
That my friends, is a huge spell. Why get the world's best painter to decorate the ceiling of your cathedral when you can just get an illusion made in six seconds?
The uses for decorating large buildings is already good, but remember: we're not restricted to sight.
Cast this on a room and it'll always be cool and smell nice. Inns would love that, as would anyone who always sleeps or works in the same room. Desert cities have never been so chill.
You can even use an illusion to make the front of your shop seem flashier, while hollering on loop to bring customers in.
The only limit to this spell is your imagination, though I'm pretty sure it was originally made just to hide secret passages.
Trivia: the ki-rin (VGM163) can cast Major Image as a 6th level spell, at will. It's probably meant to give them fabulous lairs yet all it takes is someone doing the holy horsey a big favor, and it could enchant the whole city in a few hours. Shiniest city on the planet, always at a nice temperature and with a fragrance of lilac, gooseberries or whatever you want.

Simulacrum (7th).
Spend 12 hours and 1500gp worth of ruby dust, and get a clone of yourself. Notably, each caster can only have one simulacrum, regardless of who the person he cloned is.
How this changes the world? By allowing the rich and powerful to be in two places at once. Kings now have a perfect impersonator who thinks just like them. A wealthy banker can run two branches of his company. Etc.
This makes life much easier, but also competes with Continual Flame over resources.
It also gives "go fuck yourself" a whole new meaning, making the sentence a valid Suggestion.

Clone (8th).
If there's one spell i despise, its Clone.
Wizard-only preemptive resurrection. Touch spell, costs 1.000gp worth of diamonds each time, takes 120 days to come into effect, and creates a copy of the creature that the soul occupies if the original dies. Oh, and the copy can be made younger.
Why is it so despicable? Because it makes people effectively immortal. Accidents and assassinations just get you sent to the clone, and old age can be forever delayed because you keep going back to younger versions of yourself. Being a touch spell means the wizard can cast it on anyone he wants.
In other words: high level wizards, and only wizards, get to make anyone immortal.
That means wizards will inevitably rule any world in which this spell exists.
Think about it. Rulers want to live forever. Wizards can make you live forever. Wizards want other stuff, which you must give them if you want to continue being Cloned. Rulers who refuse this deal eventually die, rulers who accept stick around forever. Natural selection makes it so that eventually the only rulers left are those who sold their soul to wizards. Figuratively, i hope.
The fact that there are only a handful of wizards out there who are high enough level to cast the spell means its easier for them organize and/or form a cartel or union (cartels/unions are easier to maintain the fewer suppliers are involved).
This leads to a dystopian scenario where mages rule, kings are authoritarian pawns and nobody else has a say in anything. Honestly it would make for a fun campaign in and of itself, but unless that's specifically what you're going for it'll just derail everything else.
Oh, and Clone also means any and all liches are absolute idiots. Liches are people who turned themselves into undead abominations in order to gain eternal life at the cost of having to feed on souls. They're all able to cast 9th level wizard spells, so why not just cast an 8th level one and keep undeath away? Saves you the trouble of going after souls, and you keep the ability to enjoy food or a day in the sun.

Demiplane (8th).
Your own 30ft. room of nothingness. Perfect place for storage and a DM's nightmare given how once players have access to it they'll just start looting furniture and such. Oh the horror.
But alas, infinite storage is not the reason this is a broken spell. No sir.
Remember: you can access someone else's demiplane. That means a caster in city 1 can put things into a demiplane, and a caster in city 2 can pull them out of any surface.
But wait, there's more! There's nothing anywhere saying you can't have two doors to the same demiplane open at once. Now you're effectively opening a portal between two places, which stays open for a whole hour.
But wait, there's even more! Anyone from any plane can open a door to your neat little demiplane. Now we can get multiple casters from multiple planes connecting all of those places, for one hour. Sure this is a very expensive thing to do since you're having to coordinate multiple high level individuals in different planes, but the payoff is just as high. We're talking about potential integration between the most varied markets imaginable, few things in the multiverse are more valuable or profitable. Its a do-it-yourself Sigil.
One little plot hook i like about demiplanes is abandoned/inactive ones. Old wizard/warlock died, and nobody knows how to access his demiplanes. Because he's at least level 15 you just know there's some good stuff in there, but nobody can get to it. Now the players have to find a journal, diary, stored memory or any other way of knowing enough about the demiplane to access it.

True Polymorph (9th).
True Polymorph. The spell that can turn any race into any other race, or object. And vice-versa. You can go full fairy godmother and turn mice into horses. For a spell that can change anything about one's body it would not be an unusual ruling to say it can change one's sex. At the very least it can turn a man into a chair, and the chair into a woman (or vice-versa of course).
But honestly, that's just the tip of the True Polymorph iceberg. Just read this more carefully:
> You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature
This means you can turn a rock or twig into a human. A fully functional human with, as far as the rules go, a soul. You can create life.
But wait, there's more! Nothing there says you have to turn the target into a known creature on an existing creature. The narcissist bard wants to create a whole race of people who look like him? True Polymorph. A player wants to play a weird ass homebrew race and you have no idea how it would fit into the setting? True Polymorph. Wizard needs a way to quickly populate a kingdom and doesn't want to wait decades for the subjects to grow up? True Polymorph. Warlock must provide his patron 100 souls in order to free his own? True Polymorph. The sorcerer wants to do something cool? Fuck that guy, sorcerers don't get any of the fun high level spells; True Poly is available to literally every arcane caster but the sorcerer.
Note: what good is Twinned Spell if all the high level twinnable spells have been specifically made unavailable to sorcerers?
Do keep in mind however that this brings a whole new discussion on human rights. Does a table have rights? Does it have rights after being turned into a living thing? If it had an owner, is it now a slave? Your country will need so many new laws, just to deal with this one spell.
People often say that high level wizards are deities for all intents and purposes. This is the utmost proof of that. Clerics don't get to create life out of thin air, wizards do. The cleric worships a deity, the wizard is the deity.

Conclusion.
Intelligent creatures not only can game the system, but it is entirely in character for them to do so. I'll even argue that if humanoids don't use magic to improve their lives when it's available, you're pushing the suspension of disbelief.
With this post i hope to have helped you make more complex and realistic societies, as well as provide a few interesting and unusual plot hooks
Lastly, as much as i hate comment begging i must admit i am eager to see what spells other players think can completely change the world. Because at the end of the day we all know that extra d6 damage is not what causes empires to rise and fall, its the utility spells that make the best stories.

Edit: Added spell level to all spells, and would like to thank u/kaul_field for helping with finishing touches and being overall a great mod.
submitted by Isphus to DnDBehindTheScreen [link] [comments]

A whole bunch of Bannerlord tips and tricks you may not know (as of version e.1.5.1)

Bannerlord is a great game that is currently plagued by some serious issues, from glitches and bugs to simply not bothering to explain its own mechanics. Without any mitigation or forewarning, these little problems can really snowball and ruin your experience. I've compiled this list of tips and tricks to help other players get around some of these problems and also to maximise your fun while the game remains in early access.
 
I've separated everything up into categories so that you don't have to dig through too much to get to the stuff you're interested in. Also, stuff that's relevant to new players only is marked with a [NP] in front of it, so you can skip that if you already know the basics.
 
Edit: Wow, I hit the 40000 character limit so now I have to add more tips as comments instead!
 

How Stats, Skills and Perks work

[NP] Your character's progression consists of increasing stats, skills, focus, perks and levels. Stats govern your base aptitude in a set of three skills. For example, the Vigor stat affects your aptitude with one-handed, two-handed and polearm skills. Skills represent your ability with that particular skill. For example, the Bow skill affects your aim with the bow and the Steward skill directly affects how many members you can have in your party. Perks are essentially special abilities that are awarded at specific skill levels, e.g. 25, 50, 75 and 100. Sometimes you will get to choose between two perk options. Make sure you check whether a perk is implemented before you choose that perk! (See paragraph below) Lastly, focus points allow you to increase your max skill level with a skill and also provide an exp multiplier, making you gain skill points faster. Note that if you try to train a skill that's reached its limit, it will grow very slowly and eventually stop growing altogether. Thus, you need a constant investment of both stats and focus points to max out a skill. Since your stat and focus points are limited, I suggest you prioritize only a few skills to max out, and accept that the rest will never be fully completed.
 
[NP] In the character creation screen, the various skills are grouped by stats (in bold, above the individual skills) and each specific skill can have up to 5 focus points assigned (the vertical bars). Each skill you can learn is limited to a max number which is determined by the combination of stat and focus points you have for that skill. With full focus (5 bars), you will need about 6-8 stat points in a skill to allow you to completely max it out. Furthermore, the perks available for each skill are only partially implemented. This means that investing points into some skills is currently useless. To see which perks are implemented, I recommend using a site like https://www.bannerlordperks.com. At the time of writing this post, the entire "Cunning" stat has zero perks implemented, making it virtually useless to you. If you're new, I highly recommend getting points in Social, Vigor and Endurance. Social (specifically the charm skill) allows you to convince nobles to marry/join you more easily and improves your troops' morale (leadership skill). Vigor is your basic melee combat stat, which you will use a lot in the early game and especially in the arena. Lastly, endurance allows you to improve your movement speed (riding/athletics) and is necessary for smithing (skill), which is a really useful mechanic that I highly recommend you try. Another good choice is Control, if you wish to be a ranged character.
 
So how does leveling work in Bannerlord? Well here's what the Skills screen looks like using the character (C) menu Using skills with slowly increase your ability with them. The more focus points you have in a skill, the faster it's skill points will go up. Furthermore, your character will gain "exp" every time he/she gains skill points. Or more accurately, exp in this game IS skill points. That is to say, training the various skills is the only way to level up. NOT killing enemies, as you might have first thought. This means you can level up just by trading, smithing, running around, or leading armies. You don't even need to fight simulated battles mostly, though doing so will award you with tactics points and some combat skill points. Every level you gain will award you with either a stat point, a focus point, or both. You can spend these points to increase the relevant stat or skill focus bar. When you have points to assign, they will show up on your character screen. In the earlier screenshot is your NPC brother who you always start with, though his name and appearance is randomized. Because I chose the "assign perks myself" option, I can choose his perks right away (represented by little numbered shield icons next to his skills that tell you how many perks are available to choose). You'll note that to the left and right of the "Skills" table there are weird icons with the number 0 next to them. The left number represents stat points to assign, and the right number is focus points. Your new character will start with 1 free focus point to assign. To assign a focus point, select the desired skill and click the "+" sign. REMEMBER: No choices will be saved unless you click "Done", and you can revert all changes made so far by clicking the curved arrow between "Done" and "Cancel". To assign perks, click on the shield icons in the banner in the middle of the skill page and a popup will appear. Click on the perk you wish to choose - again making sure it's actually implemented first - and then when finished click "Done" to finalize your choices. Don't forget that you can use the left/right arrows to assign skills and perks for your NPCs too!
 
One more thing about perks. The "Governor" perks DO NOT APPLY to your character, because you can't be the governor of any of your cities/castles. Thus, don't pick governor perks for your main hero unless they also come with side-abilities that you want.
 

Starting the Game and the Main Storyline

[NP] The various factions each come with a special ability. You can use all troops from all factions, so don't worry about being shoehorned into any particular troop type by your choices. Instead, focus on the ability you'll get. Not all abilities are made equal and not all factions are equal either. Currently, the Khuzait faction is kind of OP due to the AI being too dumb to figure out how to handle horse archers, so select them for an easier early-game. Vlandia gets bonus troop exp, which means you can promote veteran troops faster than others. Empire skills are building-focused, which means you need to own fiefs to really gain any benefit from using them. Sturgia are... faster in snow. Also their troops are supposedly weaker than normal (this will eventually change), so pick Sturgia if you're a masochist. Battania are kind of situational with their forest boost (so maybe don't pick them either), and Aserai get trading bonuses, so pick them if you want to be a merchant or just like money.
 
[NP] Clicking the various family options will show you the potential change in stat points and focus points that you will gain for that choice. You will have about 7 different choices to make before your character is ready to play. Try to pick choices which focus on your ideal stats and skills while minimizing the other ones. Here's a sample character I generated using the stats I recommended earlier. Don't worry too much about making perfect choices here, since you will gain many more stat and focus points throughout your game too. Plus, you'll use most of the stats/skills at one point or another. After this, your brother will ask if you want to do the tutorial. The tutorial only teaches you how to fight, so if you already know that you can skip it.
 
If you follow the story you will play through a storyline quest for a while until you've rescued your siblings and experienced the execution mechanic in action. Then you will have to chase down a bunch of clan leaders and lie to two special characters who will never interact with you again once you've made your final choice. However, and this is something I want to emphasize heavily: You do NOT need to make a choice about what to do with the dragon banner immediately. In fact, I strongly recommend you do NOT make a decision until you're very well situated in the game. Why? Because it starts a doomsday timer that you cannot slow down or affect in any way, and when it runs out 3 factions will declare war on you all at once and try to grind your entire faction into the dust. Instead, forget about the story quest and just enjoy the game at that point until you are extra powerful and ready to take on the world. Once you succeed at that quest I'm pretty sure you win the game, and if you start it before you're ready you'll be in for a world of hurt.
 

The Campaign Map

The game has a really useful feature called the "Encyclopedia". Press 'N' to open it when in the campaign screen. If you want to track down a notable figure, you can search their name or clan in the search bar and it will tell you where they were last seen. Anytime you speak to another noble or visit a settlement, town or castle, it will update the rumours of where that noble was seen most recently. This will allow you to track down anyone with ease. You can also see if they were taken prisoner, got pregnant, or switched allegiances recently. Furthermore, you can use the Encyclopedia to check nobles' relations with you or each other, allowing you to single out the nobles who hate their liege and are ripe for conversion to your kingdom. You can also use the encyclopedia to check troop upgrade paths, details about cities/settlements, and info on minor factions, who are like secret clans that you can recruit if you choose to be your own kingdom. All in all, it's incredibly useful for planning your next move.
 
There's a circle next to city/settlement names in the overworld and the encyclopedia. Clicking that circle "bookmarks" the city/settlement, which means you can easily find it on the map. Clicking it again removes the bookmark.
 
[NP] If you hover over any of the symbols at the bottom right-hand corner of the screen, you can get detailed info on how the values are calculated. The symbols are, from left to right, money, influence, HP, troops, food and morale. The money icon will show you your daily income vs daily expenses. Influence will show your influence gain/loss over time. HP is your own health and recovery rate. Troops shows what troops you have in your army. Food shows how much food you have and morale shows what's affecting the mood of your soldiers. Using these icons helps you figure out what you need to do to make their values go up instead of down.
 

Fighting Battles

Against minor enemies like looters, it's usually relatively safe to use "Send Troops" instead of going in there yourself. You won't gain tactics skill from this, but your troops will gain all the exp instantly instead of spending 5 minutes fighting first.
 
[NP] You can issue commands to your troops by using the F keys. F1 is the movement menu, F2 is the direction menu, F3 is the formation menu, F4 is whether or not to use ranged weapons, F5 is mount/dismount for cavalry, F6 enables AI control, and F7 allows you to split your groups up and assign the split members to other groups. (e.g. split infantry and assign half to "heavy infantry"). You can also use the number keys (i.e. 1,2,3 etc) to select specific groups of troops to give orders to. 1 is infantry, 2 is archers, 3 is melee cavalry etc. Any non-mapped number selects all troops. This allows you to have fine-grained control during combat. HOWEVER for the most part the numbers and relative experience of the two armies is the deciding factor in how a battle goes. Sometimes you can use the terrain to your advantage, but mostly your tactics will do very little to actually affect the battle's outcome, especially in sieges where taking control of the AI will completely break their ability to use siege equipment and attack or defend properly.
 
Some basic strategies for manually commanding troops during simulated battles are as follows:
 
You can cheese simulated battles by abusing the "Retreat" command. Hold "Tab" to bring up the stats menu, and press middle mouse button to get your cursor back. Then you can click "Retreat" to teleport your entire army safely out of the battle. Then you can restart the battle with the number of troops remaining from before, but both armies are placed far away from each other again. Combine this with a lot of archers, and you can whittle the enemy numbers down before they reach your army and then simply retreat and start over again until the odds are solidly in your favour. This lets you overcome basically any odds so long as you ensure your opponent takes more losses than you do each time.
 
Levelling up your troops can be tricky as the experience system isn't very clear as to what gives the best troop exp. However, the following things seem to work fairly well: * Some of the Leadership perks grant lots of free exp over time. In particular, Raise the Meek will rapidly turn all of your lowest-level troops into higher-level ones over time, and the level 225 one, Companions, basically gives you the Vlandian empire troop exp bonus, which stacks with actually being Vlandian * Steamrolling fat groups of looters using "Send Troops" is relatively safe and usually awards a handful of troop upgrades each time * Beating nobles' armies when you have about a 2:1 ratio of your troops to theirs is also usually pretty safe and the higher-level troops they have with them yield much more exp * Winning a siege will be extremely costly in terms of deaths, but the troops who survive will gain tons of experience. Defending a siege will be less costly due to having the home turf advantage, but it's harder to engineer those to occur * Doing hideout raids and taking along a group of only archers is a great way to level up those 9 archers, so long as you don't aggro the entire hideout at once. Just make sure you use F4 frequently to enable/disable "Fire at will" or they WILL try to shoot bandits at the other end of the map and summon the wrath of god down on you * Keep your troop morale high by buying lots of different varieties of food. I'm not sure if morale is fully implemented yet, but you won't have the awkward issue of your troops all running from a difficult battle at least
 

Building your Clan

[NP] Your clan has a ranking in the clan screen (press L), shown at the top right. Earning renown increases this ranking, and every new level adds more soldiers to your armies and other useful clan perks to your arsenal. Max clan rank is 6, but you won't get there for a very long time. The easiest way to gain renown is through winning large battles, so battling lots will quickly raise that renown score.
 
The game doesn't tell you this anywhere, but you can have your family join your party by visiting them in whatever city they are hiding in and talking to them (or left-clicking their portrait in that city). Your brother in particular is basically a veteran soldier right from the start of the game, so adding him to your party will give you a huge early-game boost. His high steward score also increases your party size by a lot, so having him around lets you field more soldiers until your own steward score catches up. Later on, set him up as governor of your best city/settlement to give it a huge boost.
 
You can recruit companions at taverns in major cities. Not all companions are created equally, so I recommend using a companion guide to figure out which ones have skills that you want. You can also manually check their skills by right clicking the character's portrait from the city screen or searching them in the encyclopedia. That way you'll know what they are good and bad at before you go through the long dialogue with them. I personally find the tacticians/stewards most valuable as you can make them lead armies for you (more on that in a bit), and the ones with high trade are helpful because you can create caravans with them for bonus income during peacetime. You can only recruit your clan level +1 companions at a time, (e.g. 2 at clan level 1). This means you should be very picky about who you hire.
 
If you have joined a kingdom (or started your own), you can persuade other factions' nobles to betray their current faction and join yours. For this you need three things: High charm, luck and money. Save your game. Speak to the noble and say you have something to discuss. Ask about their liege. This will lead to a skill challenge where you have to get 4 successes in 4 attempts (either 100% successes or at least 1 critical success). This is entirely RNG, so choose the highest % options and pray. Or load back a lot. If they hate their monarch you'll have a very high chance of succeeding in at least 1 of the 4 challenges. Once you've successfully convinced them, you then need to bribe them. The bribe usually is about 100k denars, but can go all the way to more than a million denars if they own lots of land (because your team gets the fiefs too when they convert). Unless you're insanely rich, use the encyclopedia to find the poorest, most disenfranchised nobles and you'll discover that you might be able to pay them even a single denar and they'll happily convert. Beware, others can convert YOUR allies too, so try to make sure you give every noble at least one castle to keep them happy and on your side. Also if you save a lot and see the message that a noble has left your kingdom, you can load back and often they won't leave the second time.
 
If you release a noble whom you beat in combat instead of taking them prisoner, you will get a 6-7 point relationship increase with everyone in that noble's clan. Doing this is an excellent way to butter them up for future conversion to your kingdom.
 
Convert the head of a clan to your kingdom and their entire clan will also convert along with them!
 
You can use your influence points to put policies in place that suit you before adding others to the clan. In the Kingdom menu (K), you can go to the policy tab and scroll through the various policies there. Basically, most policies either benefit only the ruler, benefit only the vassals, or adjust your kingdom's rates (e.g. tax rate and growth rate). If you're going to start your own kingdom, take this chance to vote in all the royalty-favouring policies before you add people who disagree with you. Conversely, if you're a vassal, you want to add more vassals to the clan and THEN vote in all the vassal-favouring policies. Both of these strategies will not only increase your influence gain rate, but also make it much harder for a rogue AI to steal powecities from you later on in the game. It will also prevent you from getting disliked by other nobles from voting against their wishes since they won't even be in your kingdom yet.
 
As a male character, you can marry a noble to have her join your clan. I'm not sure if it's the reverse situation for female heroes or not (i.e. you join their clan). This provides two main benefits. One, you gain another party member to bring along in battle, and two, you can make babies (heirs) who will inherit your stuff if/when your character dies. If you end up playing for enough time you can also eventually add those heirs to your party once they've grown up enough. To woo a noble, simply profess your love to them then return and visit them a few times. You'll have to pass charm checks to woo them properly, so as always, save beforehand! Eventually they'll tell you to talk to the clan leader, and then you'll barter for their hand in marriage. Usually it's pretty cheap.
 

Kingdom/Clan Management

Did you know that war declarations can be avoided (by sort of cheating)? If you save often and then suddenly get war declared on you (or by your kingdom on someone else), just load back to that save. It's a (low) random chance for war to be declared so there's a strong likelihood that the next time you get to that point in time literally nothing will happen. This allows you to avoid all wars that you don't want! Since the game AI is so bad right now, sometimes this is the only way to save your kingdom from utter annihilation.
 
You can equip the companions in your party with awesome gear too! This took me 40 hours to realize, but on the Inventory (I) or trade screens, there are arrows at the top that let you select a different character to equip. This works with the Character (C) screen too, allowing you to assign perks or stats/skills to your companions.
 
In your clan management screen (L), under the parties tab, you can assign your companions to various roles within your party. Generally, this causes the game to act as if your own skill with that particular role is the same level as the assigned companion. For example, if you assign a companion with 80 medicine skill as surgeon, the game will cause you and your troops to heal as if you had 80 medicine skill. Keep in mind that if you don't assign a party member to a role then you will gain the exp for doing that role. In other words, it's a trade-off between gaining free experience and having your party be more effective on the campaign map. The one role in your party you definitely don't want to assign a companion to is Quartermaster, because that trains the Steward skill which you want to raise as high as possible.
 
You can create separate parties under your clan management screen's "Parties" tab. This allows you to send companions off to raise armies and gain exp all on their own without your intervention. You can also assign them to their own personal role within that party (even the Quartermaster role!) for bonus exp and it won't affect your own exp. Parties have three major benefits that make them very useful. Firstly, they will recruit their own troops for you! The max party size is dependent on the companion's steward skill and your clan rank. This means that with enough time you can create an allied party that's virtually equal in size to your own army. Secondly, those parties can be summoned to your army on a whim (click the flag icon down the bottom right of the screen - you must be in a kingdom to do this) and it costs 0 influence! Thirdly, the parties automatically will go around fighting battles for you and increasing your own influence and reputation. I highly recommend creating at least a few parties. There's a few downsides to be aware of, however. Firstly, you pay all the troop wages for the other parties. This can get VERY expensive if you're not at war and constantly defeating armies for money. Secondly, like any roaming entity, your companions can get attacked and captured by enemy armies. If that happens, you have to wait for them to escape or be ransomed and then track them down in whichever city they end up in to reclaim your companion. This can be very annoying. Lastly, if you're a vassal, your liege can actually summon your companions to their army, thereby using your hard-earned troops for their own personal gain! That's the price of being a vassal though.
 
Sometimes you cannot assign roles to party members through the clan screen. This tends to happen if you assign a companion to a role and they die in battle. If this happens, instead select them in the party screen (P) and talk to them. You can assign them roles from the conversation menu instead.
 

Making Money

[NP] In the early-game you will find the tournaments in city arenas to be almost impossible to win. However, with the power of save/load and determination, you can win big in tournaments by betting on yourself every round. If you win the tournament, not only will you get a sweet prize but you will also be several thousand denars richer. At least until your reputation catches up to you and they start offering less and less money for your bets.
 
The best way to make money in Bannerlord is smithing (once you've unlocked enough recipes and have about 140 smithing skill). Early on, the stuff you produce is worthless, but as you start making tier 4 and higher weapons you will discover combinations that create weapons work up to 100k denars in value! Make a handful of these and you can go around from city to city, buying up all the expensive armor while still walking away with 20k+ more denars each time. There are many guides to smithing that can be found elsewhere, but here's a few minor tips:
 
The second-best way to make money is by thrashing other nobles in combat. If you're at war, target every enemy noble you see whom you can easily beat and trounce them. Not only do you get money and items for beating them, you can also ransom them at taverns for even more money. You also get money when you capture cities in sieges. Naturally, when you're at peace, you'll find it much harder to make money this way.
 
You can purchase workshops in cities and have them produce goods for a small profit (around 75-125 denars per day). It generally costs about 13k denars to buy a workshop, so it won't become profitable for approximately 140 days. Because of this, if you wish to use workshops you should select cities which you are unlikely to be at war with for a long time (e.g. your own faction's cities!). After all, if you end up at war with a faction, all of your workshops in that faction are stolen from you. To buy a workshop you must physically walk around town. If you hold alt you will see three semi-random workshops throughout the city (e.g. wine press, brewery, smithy). If you walk to one of these shops during the day you will find NPCs loitering around nearby called "Shop Worker". Talk to the shop worker and tell them you want to purchase the workshop.
 
To decide which workshops to build in which city, examine the fiefs which feed into that city. You can also use a workshop guide, but I find these aren't always correct due to frequent patches. The bottom line is this: Pick a city which has at least one source of workshop materials (e.g. grain, sheep, hardwood) in its settlements. More than one source is even better. Next, buy a workshop and select the type that uses that material. For example, grain is used by breweries, and wood is used by a wood workshop etc. Then, you wait. You can check the workshop's profitability from the clan tab (L), but remember, don't expect it to become super profitable anytime soon. These are long-term investments.
 
Another way to make money is caravans. Caravans are more profitable than workshops, but come with significant risk, especially if you're at war with anyone. Basically, you assign a companion to manage a caravan (which costs 15000-25000 denars to make depending on the troops you assign), and the caravan will travel from city to city buying and selling goods. Companions with high Trade skills are essential here. While travelling, the caravans can be attacked by looters, bandits, and worst, enemy armies. If the caravan is captured, you'll have to go rescue your companion or wait for them to be released. Then you'll have to spend another 15-25k to get the caravan going again. Basically, don't do this if you're a warmonger. Anyway, to form a caravan, talk to any merchant in a city and choose the "I want to form a caravan in this city" option. Caravans will net you varying amounts of money, and the income will not be every day, but in my experience they are more profitable than workshops and much more annoying to keep track of.
 
If you have a high trade skill, instead of making caravans you can be a caravan. Load up on sumpter horses which increase your max load, and then use trade rumours (talk to civilians hanging out in town markets) to determine the best places to buy and sell stuff. Buy low, travel, sell high. If you make 30 denars per sale and sell 100 trade items, that's 3k of profit. If you make 100 denars per sale, that's 30k profit! Again, keep in mind that cities generally only keep 20k-30k denars on them at a time, so if you take too many goods you will not be able to sell them all.
 

Siege Warfare

Holding the alt key highlights both important people and weapons that are lying around. You can use this during sieges to replenish ranged ammo and locate nearby interactible things.
 
You can use the siege weapons that your army/city has built. This will train your throwing skill and also open some neat opportunities. For example, you can use catapults to smash siege towers! It takes 4 hits to achieve but boy is it worth it!
 
Catapults and trebuchets can be aimed left and right but also have a red gauge on the side which affects the distance that your shots travel. You can change this bar using W/S to choose how close or far to shoot. Generally you want the distance to be less than half the red bar because your targets are a lot closer than the range on the siege engines.
 
When defending a city you will notice piles of rocks (called merlons) lying around upstairs in the gatehouse. You can take these rocks and drop them on enemy troops for massive damage (400+). You can also use them to smash the battering ram with a few good throws, thereby protecting your gates.
 
You can place your troops before a siege by pressing the numbers (e.g. 1 for infantry) and then clicking where you want them to go. However they just run back to where the AI would have put them anyway, so it's not worth it right now. But someday it might actually work as intended!
 
Is the castle you were staying in being beseiged by overwhelming numbers? You can sally forth to attack, use archers to pick some troops off, and then retreat from battle before their enormous army starts hacking your party apart. Repeat this about a dozen times and you'll have a much more manageable enemy to fight, with very few casualties on your side. For the love of god though save before you try this. Also note that, due to a bug, when you sally out of the castle you'll be plonked onto the overworld map when you retreat and won't be able to get back in without sacrificing troops.
 

Misc

THINGS NOT TO DO

 
And... that's it for now! I'm sure I forgot some tips but I'll edit them in as I remember. At the very least it should open up some new gameplay avenues for some people, and maybe make things a little less stupid for others. If you made it to the end of this very long post: well done!
submitted by whyismywatchstopped to Bannerlord [link] [comments]

Small reviews of (I think) all incremental games I've ever played on Android

I don't know if this will be useful to anyone. So I write a line or two about every game I play, and decided to find all the incremental in my game journal and post them here. It starts with the latest games I've played and I think goes back to several years back. One thing I've realized is I have such a love-hate-hate relationship with this genre since I think I've hated 90% of the games and 100% of myself after each incremental phase. I usually angrily stop playing them for a while and restart them again, so this is more or less a journal of addiction, I suppose.
THE BEST GAMES I'VE PLAYED ARE THESE (no order):
  1. Kittens Game
  2. Antimatter Dimensions
  3. Oil Tycoon
Honorable Mention: Eggs, Inc
The rest: more or less hated it
Additional comment if you decide to scan through it, I complain a lot, so it is perfectly reasonable and normal to think, "why the fuck are you even playing these games, idiot??".

------
Time Idle RPG
This game was confusing. It tells me the game's resources is time, where you get 1 of it every second, but that's not really something as unique as I assumed. It would have been cool if time as resources meant you used it to deal with something related to time. Maybe time travel? Maybe slowing and speeding time?
Instead time as resource buys you stuff like a library. And then you buy a camp or something. Honestly, I wasn't really feeling it.
2
Path of Idling
The biggest cardinal sin for me when it comes to incremental is when a game has a lot of features and it just completely throws them all at you instantly. The joy of a great incremental is how things slowly open up and each new achievement feels progress.
The game is a RPG game and these are the things that opened up for me in the first few hours.
Combat which includes normal fighting, dungeon, raid, boss, PVP (locked, but it just needs an ascend, which I haven't done)
Skills
Hero upgrades which include Passive (strength, defence, stamina, intelligence), Train, and a huge Tree
Town which you can buy workers who get you various things like gold, orbs, knowledge, etc. You can upgrade stuff here.
Quest that also includes Perks and Skill quests.
Gear which 5 equipment slots, plus craft plus trade plus smelt
Also gear for your Pet, which is also another tab!
Now, here is the thing. Because I have all of this pretty much instantly, I don't really know which ones are helping me go past a well. How is adding 10 points in strength helping me? Should I have added five in strength instead and five in defence? I have already bought 20 or so upgrades in the Tree, but I have no idea if I am made the optimal choice. There is no real excitement with getting new gear. And so on.
The dev has added a lot of features, now it's time to rework the game, and have the features take their time.
2
Idle Slayer
The game is like a super simple platformer. Your character is running and any enemy it hits, it automatically slays it. There is no HP, and all enemies die in one shot. Your only active play is jumping occasionally to grab coins or hit the flying enemies. Also, you have a run skill that has a cool down.
With the coins, we get new weapons that give us more coins. Enemies give us souls which is used for the prestige system that provides us with an interesting skill tree which provides a lot of choices on the path you want to do in terms of upgrades.
So far excellent, however, the game has an extremely serious issue of pacing. The game initially progresses so fast that in the first hour or so, you get almost all the weapons aside from the last two, which then grinds down to a snail pace. You can upgrade your past weapons, but they never really get into play again. Reaching high levels of past weapons sometimes gave me upgrades of that weapon of 10,000% but they still did nothing to my overall coin per second. I think the pacing needs to be fully reworked. It would have been nice to get new weapons after certain prestige cycles, so that every new weapon feels like we have passed a significant wall. The best part of an incremental game for me is to face a wall, and when I finally break it, I feel powerful again for a while. This game feels like this though, powerful powerful powerful powerful WALL........break it....WALL. And so on. I'm still playing it as I want to get some of the skills, but I feel like it could have been so much better.
4
Exponential Idle
A very back to the foundation kind of incremental. The premise is that you are a student and working on a formula. There is a neat story where as you progress in the game, your character progresses through university. Each upgrade gives you more and more automation until I reached a stage where I would check back once every 2 or 3 days, click a 2nd layer prestige reset, and close it. Meaning the game was something like 5 seconds of game player every 2 days. I just opened it for this review and realized I had reached the end game. The story wraps up and it tells me "You can take a rest. Travel a bit. Go outside!" NO, DON'T TELL ME WHAT TO DO GAME.
3
Factoid
Factoid & Spark should have the same review as they are almost the same game with only small differences. The games are the most basic kind of incremental, where you buy something with resources, until you get the next thing which gives you more of the resources. Both give you upgrades to speed things up, and finally prestige and it's own prestige upgrades. That's it. It's nice little change of pace from all the recent incremental that sometimes do too much, but obviously due to the very simple nature of it, it does eventually feel pointless, specially after you more or less open up everything and the prestige upgrades just keep repeating.
3
Spark
Factoid & Spark should have the same review as they are almost the same game with only small differences. The games are the most basic kind of incremental, where you buy something with resources, until you get the next thing which gives you more of the resources. Both give you upgrades to speed things up, and finally prestige and it's own prestige upgrades. That's it. It's nice little change of pace from all the recent incremental that sometimes do too much, but obviously due to the very simple nature of it, it does eventually feel pointless, specially after you more or less open up everything and the prestige upgrades just keep repeating. 3
Antimatter Dimensions
Easily top 5 incremental on mobile. Does everything perfectly. You progress nicely, and when new features open it, not only is it rewarding but more importantly, it keeps adding new dimensions (lol) to the game. I'd at the end game as I write this, and I realize that there was no point in the game where it felt stale. Each new prestige layer made the game feel fresh and almost like a new incremental game.
5
Melvor Idle
It seems this game was mainly aimed at Runescape players, which is probably why it didn't click for me. It also run extremely slow on my phone which also played a part in me not really getting into.
2
A Girl Adrift
The animation is really pretty and is a nice change of pace for incrementals, but I didn't really like the too much active play. Really had to keep going back and forth to different areas to do the fishing which got too repetitive for me.
You travel to different areas of the map to catch fish, which you get points and then you upgrade stuff, but I didn't really find any real excitement about the upgrades because I kept having to go back to previous areas to fish similar creatures.
3
Archer: Danger Phone
I'm really annoyed how terrible of a game this was. Two things I like, the TV show "Archer" and incremental games, and it's done in the most lazy manner. The game is the worst aspect of idle games where it's just a straight path of clicking the next upgrade with absolutely zero decision making. Every once in a while there is a mini game where Archer gets to shoot others but it's done in the most basic form of early 2000s flash games, where the animation budget is probably 3 dollars. Same static background and both enemies and Archer have just two animation frames. The absolute laziness of it is almost insulting to the player, because it feels like we aren't even worth the effort.
There is an Archer story in the game which develops really fast, which is the only positive part, but no voice acting is again another evidence that the creators of the game weren't given any budget for this.
1
Home Quest
This game is way too slow. You have to collect materials to build your settlement but everything takes time, so you click for a few seconds, and then you have to leave the game. Which I'm fine with, but the problem isn't the idle part of it, it's how the idle part of it combines with constant checking of the game which annoys me. I like an idle game where you forget to start the game for a day, you come up to a lot of resources, but this is a game which needs you to check back in every 30 minutes or an hour to really get anywhere. I felt that the micromanagement was getting worse as I progressed (without any actual thing to do when I am active in the game) that made me give up.
2
Idle Industry
This is probably an interesting game, but I gave up because the one thing I really disliked was the amount of resources and manufacturing that very quickly opens to you. You can buy raw materials, and you can either sell these raw materials or turn them into finished goods and sell them either. And each of these has several upgrade options (increase selling price, increase production, etc). Without even really getting too deep into the game, I have around 20 raw materials and around 30 finished products. A satisfying part of this genre is to have things slow open up for you, which gives me a decent feeling of satisfaction. But the money I got would quickly open up new products, so I would just jump ahead and purchase more expensive ones, and after a while I had a lot of materials and products at zero, and was instead focusing on latter ones.
2
Masters of Madness
Somewhat neat atmosphere and visuals, but too much active clicking. Click, upgrade to get more per clicks, get minions to get you some points without clicking, typical clicker, but with the added benefit of almost no idling. I like idling incrementals but clickers is a hard no from me.
1
Soda Dungeon 2
Basically similar to the first one, as far as I could tell. I did "finish" it but maybe I shouldn't have, since it really is the same thing from early on, specially once you get all the heroes and you kind of sort out which characters work best, then it's just the same. But because it was somewhat short and no real wall, it was at least easy to stick to it to the end.
2
Bacterial Takeover
Played for a decent amount and was actually more interesting that I thought, given the buttload of ad incentives. You create and upgrade bacteria, attack planets, and eventually go into a blackhole to prestige. Most of the game was good, but the part that killed it for me was the prestige system. Once you prestige, planets get super easy to attack, which becomes a lot of active play. I realized that each prestige was taking me at least 30 minutes to get to where I was, and it was just meaningless clicking. It got to a point where I was putting off prestige because it seemed like it would be a hassle so I stopped.
2
LogRogue
Cute graphics. The hero sort of hopping to hit the tiny monsters is cute to look at, but how long can you look at it and do nothing before you realize that it's boring? I suppose this is a game where it's just not for me. I don't like to have my phone open on a game and just watch it like a crazy person and do nothing. My rule is simple for incrementals. While the app is open, be active, if there isn't any choices to make, close the app while resources build up or whatever. I don't like it being open while I do nothing.
3
A Kittens Game
Incremental games are so strange. I get in and out of the phases. I loved this for so long and so obsessively that I wanted to only play incremental games. And then, just like that, I was wondering why the fuck I was wasting my time with this. Has happened countless times before.
But still probably the best incremental ever.
5
A Dark Room
An incremental cult classic of sorts but I don't find it really matches the genre. There is a bit of incremental at the beginning with people huts and stuff but then its just a ascii exploring game, which wasn't interesting to me.
2
Little Healer
Saw it mentioned in the Reddit incremental forum in one of the posts and thought it was a healer themed incremental which sounded neat. But it's like being a healer in a raid in World of Warcraft without any if the extras. Just a couple of bars representing your team mates and you healing them while they fight the boss. I didn't even like playing the healer in WoW so no way would I play this game.
1
Clickie Zoo
Started playing for a few days until I realized there a beta released with the dev reworking the game completely from scratch and releasing it as "Idle Zoo Tycoon". So, played that instead but this seemed like a game I would enjoy anyway.
4
Idling to Rule the Gods
The UI and one drawing if your character is really ugly enough to be distracting to me. The game, seemed interesting and I eventually was into it, but seems like a game that has been constantly being updated, which is not always a good thing, because features are obviously updated regularly to it, making the whole thing a bit bloaty.
I guess, this is the problem with this game for me, it's too fat. Also, one main part of the game is that your character creates Shadow Clones up to a maximum limit. Which is fine except the clones can't be made in offline mode. This might not be a big deal in its original web browser game but that doesn't work as well in a mobile format.
2
Realm Grinder
This is one of the really popular incremental and it's fanbase seems to love it for it's depth, but to be honest, I don't play these games for the depth, I play it for the simple dopamine rush of doing the same thing over and over again. It relaxes.
Although, I didn't even get to the depth part because I dislike games where it rushes in the beginning. I constantly bought buildings, got spells, and got upgrades without even looking at the description. Apparently, later on, we can get complicated race upgades, which seems not what I'm looking for in such a genre.
2
Spaceplan
A short (!!) incremental with an actual story (!!!). That's two cool points for it but unfortunately, the game mechanics of increment genre isn't so good. It's a space game with nice visuals and a great ending (cool music set to cool graphics) but the game itself wasn't really that fun. This same exact game would have been better in a different genre (maybe something like "Out There"?)
3
Zombidle
Felt like idle games again and this is the kind of examples that kept me away. Too much clicking and seems like advancement will start to get irritating since it relies on IAPs
2
Eggs, Inc
While I was playing it, Eggs, Inc was probably my favorite Android game I had ever played. But like most incremental games, there comes a moment when I suddenly stop and think, what am I doing?
Because there is something fascinating about Incrementals. Their addictiveness is in a way the whole point. An incremental is less of a game and more an act of electronic addictiveness. What's the point?
Eggs, Inc is a very well made and fun incremental but even the best in its genre is still pointless.
4
Castle Clicker
Supposedly a mix of incremental and city building but didn't really find out since the clickings were way to much. I know this is supposed to be the genre but I like the incremental part more than the tapping part. This seemed to be a good way to hurt your fingers.
2
Endless Era
This RPG clicker game is like other such games but with horrible GUI and animations. Tap tap tap. It's my fault for downloading such games. Why would I ever think this would be fun???
1
Idle Quote
An incremental game with a unique twist. This time we get to make up quotes! The first negative about the game and this irritates me a lot is most of the quotes are fake. A quick search on Google and this proves it. Quotes are generally attributed to Buddha or Ghandi or shit like that and it's usually fake like most quotes on the internet. This kills the major possible advantage of the game because I thought coming up with arbitrary words would at least give me some quotes to learn. Aside from the this, the game isn't fun either because it slows down very quickly meaning you combine words very slowly at a certain stage of the game and then it becomes a boring grind.
2
Monster Miser
An incremental game with almost no graphics. We just see character portraits of monsters which we buy and then upgrade until we buy the next monster. Eventually we prestige which gives us multipliers. The only game choice is choosing between two monsters with each new monster with unique benefits. Annoyingly there is a max limit which I wish didn't exist because I wanted to prestige so much that I would be over powerful in upgrading like that "Idle Oil Tycoon". Still, pointless but reasonably fun.
3
Pocket Politics
An incremental take on politics sounds fun but it's so generic that it could have been about anything. A Capitalist idle game or a cooking idle game, it wouldn't matter. IAP was also the usual shitty kind.
1
Time Clickers
A shooter incremental sounds like a cool twist but it's not a FPS like I imagined it would be. I'm just stuck in a room and I was shooting blocks. Upgrades didn't give me any enjoyment since I was shooting fucking blocks.
1
Tap Tap Fish - Abyssrium
I thought this was going to be relaxing incremental but the ridiculous and generic IAPs and all the social integeration spoil it. Too much time is spent in them asking you to buy or share or tweet or post or give them a blowjob. And there is nothing relaxing about that.
2
Cartoon 999
Incremental game about comic book writers, but not the marvel DC kind, it seemed to be the webcomic one and I think it's a Korean developer so all the characters and injokes made no sense to me. The whole thing was just targeted to a very specific audience.
2
Dungeon Manager
Incremental games need to be simple but this is beyond simple, it's just upgrade a fighter to level 5, go to next dungeon character, do the same, and just continue without any of the delicious balancing of upgrades like other idle games.
2
Final Fortress
Incremental games are already pointless but when it's super heavy on IAP than its also annoying, but when it always has bugs that doesn't register my offline earnings, then it just needs a uninstall in its face.
The zombie skin was also crappy.
1
Mana Maker
Here is how I know this clicker isn't very good. It doesn't make me hate all clickers and my life and mobile gaming in general for being so addictive and pointless.
So fail, sorry.
2
Infinity Dungeon
The usual incremental RPG that I should probably never play again. Starts simple enough and then gets more or a chore as you play.
1
Another incremental game which I had promised myself not to play anymore because they are so pointless and repetitive and endless. Well, this wasn't infinite and had a goal at 999 level so I thought it was good but while the humor was cute, the game did become very repetitive. Every 10 levels the slimes changed but after every 100 levels the whole thing restarted and while the monsters got stronger, I seemed to get even stronger. So the game became easier as I progressed and there was no more challenge. By level 800, I gave up.
2
Tap Dungeon RPG
Okay, I'm running out of ways to complain about those incremental RPG games that all have similar problems. It starts off reasonably fast and fun but soon it seems like I am in a data entry job. Doing the same thing over and over again with little changes.
1
Dungeon 999 F: Secret of Slime Dungeon
Another incremental game which I had promised myself not to play anymore because they are so pointless and repetitive and endless. Well, this wasn't infinite and had a goal at 999 level so I thought it was good but while the humor was cute, the game did become very repetitive. Every 10 levels the slimes changed but after every 100 levels the whole thing restarted and while the monsters got stronger, I seemed to get even stronger. So the game became easier as I progressed and there was no more challenge. By level 800, I gave up.
2
Tap Dungeon RPG
Okay, I'm running out of ways to complain about those incremental RPG games that all have similar problems. It starts off reasonably fast and fun but soon it seems like I am in a data entry job. Doing the same thing over and over again with little changes.
1
Tower of Hero
You start on the first floor of the tower and keep fighting your way up by summoning your heroes (by clicking) and recruiting other fighters, get upgrades, level up, and then, ugh, here is the typical incremental RPG part, restart, get items, and do it ALL over again.
There is something fun about restarting and getting slowly stronger each time but it also feels so pointless after a while. Such a pointless genre now that I have played a billion of such titles, heh.
3
Pageboy
Yet another incremental RPG which I have no idea why I downloaded because I'm sick of the genre. I played a pageboy to a knight who does the fighting while I collect the lot. I collect the loot, buy stuff for the knight, and eventually I restart to do the same thing again and get better items but this game I didn't even RESTART! Because fuck it! Fuck it!
2
Idle Warriors
The story is cute. Human population is regressing while monster population is on the rise. So the humans start enslaving monsters to mine for them! The brave warriors beat the crap out of monsters, kidnap the bosses, and enslave them. The animation of monsters slaving away while speech balloons above them talk about their wife and children is funny.
But the game itself is another RPG incremental which I should start staying away from. These games are like a chore for me nowadays because I'm doing the same crap again and again. The blame is probably on me because it seems like a reasonably solid game. But hey, fuck it, I PERSONALLY didn't enjoy it.
2
Tap! Tap! Faraway!
Any game that is remotely like Tap Titan scares me. They are addictive at first and very fast moving but after every restart gets more and more annoying. It soon turns into a time eating activity with the player having to redo the initial levels to get relics to get better items to progress further to restart to get relics to and so on until the player realizes how much time he is putting in the game for a repetitive activity.
2
Auto RPG
Now that is a title the game developers didn't spend too much time on. RPG battles are automatic but I can help out by clicking like a mad man. I started with one hero but would get additional members in my party as the story progressed. Party members receive skills as as they level up and while all the skill usage is automatic, it did give me a sense of progression which is extremely important in a RPG and which I think is usually lacking in incremental games. It usually starts feeling useless but in this game at least there are new maps, new members, and an actual end sight!
There is an infinity stage once the last boss is defeated but I am glad the infinity stage happens AFTER the end and it's not the game itself.
4
Merchant
Hire a hero and send on to battle. The battles is done automatically and takes time, starts with something short like 10 seconds with each battle taking longer. The loot is raw materials which can be used to craft equipment which also takes real life time with better items taking longer. The crafted items can either be sold or equipped to the hero to make him be able to fight stronger monsters.
I was worried I would hate the longer crafting and fighting times because I hate games which I have to watch for a task to finish but even though the durations for longer, I had more to do. However, I don't know what would have happened in the end game because I gave up on it. New maps were exactly like the first map just with different heroes but the progression was similar in each level which felt that I was doing the exact same thing all over again but with longer task times.
2
Idle Oil Tycoon
This is the best idle game I played. It's graphics aren't just minor, they are none existent. It's just numbers, so basic that my sister thought I was on a stock market app.
It's such a simple concept. Invest, get oil, upgrade then like other idlers restart to get a bonus and do the full thing all over again. When I finished the game, I played the unlimited mode which I played until the unlimited mode couldn't handle the numbers anymore.
5
Soda Dungeon
This kind-of Idle Dungeon was great. I started with weak ass fighters who would fight on my behalf while I collected the loot. I then got to use the lot to upgrade the sofa bar to recruit more adventurers. Not sure why it was a sofa bar. Maybe they wanted to make it a family game and not have alcohol? Sounds weird but the sofa element in a RPG game sounds weirder.
The game only hit a brick for me when, like most other incremental games, there is no real closure. Once I thought I bet the big bad guy, it just goes on, harder but similar enough with no end in sight. Eventually, we have to stop playing right, but it always feels a bit like a let down when I don't feel like I have finished the game.
4
10 Billion Wives Kept Man Life
The two games from this company, 10 Billion Wives and Kept Man Life, have similar strengths and weaknesses.
I liked the silly premises from both. In 10BM, I had to get married as much as I could, using the loves I collect to marry more expensive wives! In KML, I'm a boyfriend who doesn't work and I have to please my career gf so she would take care of me.
Both start reasonably fast and I was willing to grind through difficult parts but the end game is like a brick wall. Passing through it to get all the achievements is pretty much impossible unless one puts in way too many hours. And it's a shame because I really wanted to get all the achievements to see all the tiny little extra stuff.
3
Adventure Capitalist
One of the better incremental games, but now that I am out of the short lived incremental fan phase, I realized how dumb the genre is. Tap, tap, tap, upgrade, do this a million times, reset, and do it all over again like a moron. The game does deserve credits for me acting like a moron and playing it for so long but I also cheated and got free cash and then if occupying became even more pointless.
3
The Monolith
A combination of an incremental and a civilization building game seemed like an excellent idea and in some ways, it was, specially how we get to upgrade through the ages from cavemen to futuristic. But no offline feature means that the resets aren't enticing.
2
USSR Simulator
An incremental game that has a great theme (USSR!) but absolutely horrible to enjoy, even though I did stick to it. After a certain upgrades, the game just turned into me popping in the game, clicking an upgrade and then forgetting about the game for a few days.
2
RPG Clicker
They should call these games tappers not clickers. We are not clicking anything on a touchscreen device. Anyway, tap tap tap level up buy weapons tap tap and uninstall.
1
Logging Quest Logging Quest 2
[Review is for the original and its sequel]
There is not much of a difference between the game. I actually played them both at the same time because the actual game is offline. You choose your hero, send them to a dungeon, and then come back to the game after a while to see how well they did. I thought an offline RPG like this might be interesting but then, if you don't really play a game, how much fun can it be?
1
Another pointless incremental. I was in an incremental phase and got so many incremental games that I know realize were absolutely pointless.
Hit a tree, buy upgrades, get a new hero, and continue hitting a tree. Not much offline it seems which is what I like about incrementals.
1
Galaxy Clicker
A space incremental that should have been a lot of fun. You get to upgrade your spaceship and buy new ones and explorer new planets. But first of all, the interface is so ugly that it makes playing the game less enjoyable. And a lot of things I didn't really get no matter how much I would play like the full exploring planets. The spaceships were nice, so it could have been fun.
2
Megatramp
A pretty pointless incremental kind of game. You are a tramp and then you can collect money to buy upgrades to make more money, with no strategy needed, nor any effort needs to be made to hurt your brain cells.
1
Inflation RPG
It supposed to be some kind of incremental RPG, I think, which has you resetting and getting more powerful and then fighting monsters to get insane levels. It is very unique but I couldn't get into it.
2
Widget RPG
Are you fucking with me? This is button bashing rpg in the most extreme manner. You get a widget, so you don't even have to open the game and distract yourself from the button bushing. Just click the button and the game plays behind the scenes and gets you experience, loot, and kills.
It's a ridiculous idea that is fun for a few minutes to see what they come up with but there is only so much button bashing you can do.
2
Capitalist Tycoon
I downloaded this game because I was in an incremental/idle game phase and really enjoyed AdVenture Capitalist. But this game is nothing like that. On the surface, it seems similar, buy small investments, make money, buy bigger investments, and so on.
But with this game, there is no offline mode, and you keep having to wake up managers, AND the goal is to see how much you make in one year. Bah. I prefer the incremental approach which makes you build and build and build, not try to rush it in just a year.
2
Clicking Bad
An incremental clicking game that is themed after Breaking Bad. It is a fun idea it's a very simple game with little to do aside from the obvious of upgrading and upgrading. The only twist might be to balance out making lots of money selling drugs and not attracting the law but even that is only a small challenge at the start. Eventually, you will get enough upgrades to bring the law risk so down that it makes no impact on the game play.
2
Zombie Tapper
A super basic incremental clicker game with a zombie team. Click click click to eat brains, use brains (?) to buy zombies to do the brain eating for you and then buy upgrades for your zombies, and buy new zombies and it all feels very pointless.
1
Bitcoin Billionaire
I started to enjoy incremental games, but it needs to have a good offline mode, because I don’t want to just play a game where I keep tapping. But that doesn’t mean I didn’t play. I played it, and I played a lot of it, because I could reset the game (like most incremental games) and it gives you a small benefit where you could finish the full game a bit faster (it gives you bonus income). So, I kept finishing and resetting, and each time the start to finish would shorten, so I thought I would reach a stage where I could finish each start-to-finish in an instant! It didn’t happen. I got bored first.
3
Tap Titan
An addictive tapping game. Just tap on the creatures, level up, get new skills, hire heroes, and then reset and to it all over again to progress further. It’s an incremental game where it depends on resets to progress, but no real offline bonus, so you have to be playing online. Which got boring, so I installed an app that does the tapping for me, which is actually a stupid way to play the game, but this isn’t an attempt to prove to anyone my intelligence. Anyway, thankfully something went wrong and my progress got deleted, WHICH WAS A GOOD THING, because the game was extremely addictive.
4
God Squad
I’ve realized most incremental games are stupid. Tap on monsters to kill, collect gold, buy Roman Gods, level them up, fight other monsters, and then get bored.
1
submitted by madali0 to incremental_games [link] [comments]

We are Thunder Lotus, creators of Spiritfarer. Ask Us Anything!

CLOSING TIME EDIT! That's a wrap, y'all! Thanks to everyone for your questions and kind words, this was great! We'll check back periodically for any stray questions. We're ecstatic to feel the love for Spiritfarer, and look forward to seeing what comes next for the project! Subscribing to our mailing list and Discord remain the best bet to keep tabs on our next developements! Cheers!
Hey /NintendoSwitch!
I'm Nico, Creative Director at Thunder Lotus, an indie games studio based in Montreal, Canada. We're best known for creating SPIRITFARER, the cozy management game about dying which released in August on Nintendo Switch and nearly every other system under the sun. Our previous games that you may know of are Jotun and Sundered
I've been working in the games industry for nearly a decade and a half, most notably for EA and Ubisoft, but jumped at the chance to join Thunder Lotus back in 2017 to lead the Spiritfarer team. I'm here proudly representing the roughly two dozen awesome gamedevs and collaborators that contributed to the project. You can read more about me on our blog here.
Also on call with me today is Alex - u/Wabak - CTO, co-founder, and Programming genius at Thunder Lotus!
Finally, we have Rodrigue (u/roduperron) , our stalwart Marketeer who helped us launch our previous games, and worked tirelessly to ensure that Spiritfarer's release was our most successful yet!
ASK US ANYTHING about Spiritfarer or our previous projects, the company’s origins and history, the gaming industry or life as a developer!
Note: We'll start answering your questions at 10am ET.
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JoJo's Bizarre OC Tournament #5: Round 2 Match 8 - Arpeggi and Agnes Versus Glitch and William

The results are in for Match 6. The winner is…
Player Team, with a score of 83 to Ernie Ford’s 62!
Category Winner Point Totals Comments
Popularity Players 25-5
Quality TIE 24-24 Reasoning
JoJolity Players 24-23 Reasoning
Conduct TEAM 10-10
...“You know what I'm here for!” Effie’s words rang out as Ernie watched on at the unexpected turn of events.
“The funny thing is I really don’t know.” Ernie stood there and took in the scene. Was this the first time he had seen this type of outburst in the District? Ernie tried to recall, but now wasn’t really the time to reminisce on bad memories.
Something was afoot. Something about Ugo threatening them that was for sure. But if Ugo wanted somebody to fight him this would never be his plan of attack. “Would you care to enlighten me then, I wouldn’t mind this either way!” Ernie shouted back, his tone was neutral, the tension of the situation only increased, but he didn’t see a need to fight back even now.
“They sent us here, because they wanted us to steal your notebook!” Ernie heard the voice of Jenny behind a tree.
Things started to make sense to Ernie, the hiding, why it wasn’t Odin’s people doing this, and that outburst. “And what do you two intend to do?” Ernie moved his backpack from his back to carrying it on one arm.
“Well if you help us, you could send them a fake notebook! It’s not like we like those fuckers anyways!” Jenny replied beyond the trees.
Well that wasn’t so difficult was it, it only took one or maybe both of their ire to get to this arrangement. Ernie weighed this against the prospect that they were lying to him, but if it came down to it it would just be either a fight now or a fight later. “Alright I’ll help you! I’ll be in my cabin manuscripting! You two wait outside, this will take less than an hour!” Ernie shouted back over as he started to walk back to his cabin.
“Your funeral..wait what?!” Effie flipped as Jenny clapped an arm on her, “We did it, we can get out of this shitty situation.”
Effie looked around, The Murder receded back into herself. “Did that really just happen?” She held out the hope that it really would be that easy, she wanted to believe it but she felt a slight pang of confusion, guilt maybe?
Jenny continued on, “We just have to make sure that he does his end of the deal and we’ll be out of here in no time.” Jenny looked at Effie’s face as she noticed the change in expression, “You okay there? You let out a bunch just now and if you wanted to talk about it.”
“No I’m ok, come on we have to still keep an eye on him.” Effie brushed Jenny’s arm off and made her way closer into the clearing with Jenny following.
Well, that was somewhat anticlimactic. If you were hoping for a match with some more carnage in it, how about checking out a race out of a monster-filled urn and voting on it?
Scenario:
Sound’s Garden Eastern Strip - Heartache Casino VIP Room
“So kind of you all to come again,” a man dressed garishly in gold spoke to a roomful of wealthy highrollers, a lounge area with a wall taken up by a screen large enough to make the place double as something of a particularly cozy home theater, a setup which had typically been reserved for two things: watching games organized by Heartache Casino’s owner on the closed-circuits of buildings he owned, and being rented out for private parties and banquets.
“This is pretty unconventional,” a dark-haired sniper remarked between drinks, staring at the screen as it showed, largely, several shots of a building in Downtown Los Fortuna, which seemed to have rapidly grown occupied by a small group of Stand Users, some of whom familiar to the district’s regulars after some close shaves in the subways both occupied, “but it’s brilliant… Just needed to get your tech guy to get cameras in there, now you have a huge show for free.”
“Should you be drinking, Seido?” The gold-clad owner asked, raising an eyebrow, “I mean, if something comes up…”
“If something comes up, I’m off-duty, I’m just a guest right now, and I can shoot well enough sloshed to get myself out of a bind. If you wanted me as security, you should’ve hired me for that… Though really, I’d have rather been down there raising some hell if I was gonna shoot things.”
Tigran sighed, finding that fair enough, he supposed… He wasn’t going to hire this man when he was buzzed, and he wouldn’t do guard detail for free either. Apparently, the man literally came to the city walking out of a bar into the flag unveiling, so he shouldn’t have been surprised.
Still, though, even with moods high here, nobody seeming to mind the way anonymous characters like Oh No and Conqueror Worm mingled among them. Sure, they were kind of a low-priority target right now, with protests in the Business district, the hell-on-earth about to be unleashed Downtown keeping their worst nightmares busy, and the usual BS in places like the Waterfront and Industrial, but the man once noted for his supremely smarmy overconfidence had been feeling more anxious lately, probably because the Entertainment District’s criminal underground had taken some losses recently.
Things were riding high with several successful games, and the arrival of Conqueror Worm, revitalizing everything that they had thought they’d known and opening up whole new possibilities of what games might be possible to organize from a place of safety, all while not asking for a penny of payment. He was a weird guy, but a valuable asset, and all that was understood to be asked in return was that they pretend not to know exactly who it was underneath that big fleshy suit.
And then, the next time they had an in-person event, a bunch of them died in a fire, and on the way to… Well, who knew why he was there, but something happened that got a formerly active manager and ‘game’ organizer murdered blocks away from the site of the flames. Was it a sign, then, that the old ways really were dying, that they needed to change with the times or lose this subculture of theirs entirely?
Maybe, and maybe some would leave it like that, but Tigran “Golden” Sins knew another source of common ground with every one of their games to go wrong, to go awry, to risk the future and safety of all that they were, all that they had. Everything (besides that time he got punched in the face) that had gone wrong, from Thutmose leaving them, to events that were supposed to be disastrous bloodbaths going well for the ‘players’ and ruining bets, could trace back somewhere.
And she was sitting there looking very disinterested, nursing a sparkling juice in a very expensive evening dress and earrings, recently bought by the only man in the world he believed to be above himself.
“Having a good time, Metra?” Fox asked the star known to much of the city as TD/MD, smiling smoothly and paying her more attention than the event itself, where he was significantly more public than before. He’d spent how many thousands on her in a few days?
“Sure, yeah,” she answered, with a clear disinterest and foul mood.
“I understand if you’re not… we’re all sorry to have lost Thutmose. Most likely by where he was, whoever killed him would have done the same to us had he not interfered. So he would want you to have a good time, right?”
“Alright, everyone, last calls!” Conqueror Worm called out, many eyes looking all over. After getting back from camera work, he’d volunteered to handle bets, on account of his utter disinterest in profiting from his work there. Damn shame, honestly; Tigran loved that weird golden Stand-hurting sword he’d always been swinging around, and something belonging to a regional founder would be a hell of a get to wear around. “We know all the key players in that little downtown scuffle, so let’s hear it! Who’s biting it? Who’s comin’ out? Who’s gonna have the highest bodycount? Is anyone even gonna get IN?”
That Oh No guy, from the Institute, spoke up through that voice changer he almost always had on in his coverings. “I think that… Three people will manage to find their way inside. Nobody on this betting board.”
“Ooh, bold words from our boldest regular!” Worm leaned in close, asking, “how much’re you puttin’ on that?”
“Nothing,” No responded, “I just want to see what comes of it… I’m almost disappointed you needed to ask.”
Peas in a pod, those two. Tigran sighed, figuring he might need to drink through these proceedings, only to glance at Metra, suddenly, seeming to smirk, ears twitching as if that special pitch of hers had picked something up. “What? What’s so fun now, that-”
The heavily reinforced, hidden doorway to the VIP room burst open, bisecting the hollow yet burly door guard as sand and rocks spilled out of its hollow crevasse, the only herald within seconds of a quintet of Stand Users barreling in, led by a trio on two motorbikes as two others, curious but energetic, followed.
“All that you’ve done ends here, Fox!”
Around the same time, Heartache Casino Public Floors
“Uh… Glitch? I think… it might be good if we… go?” William Eyelash was not liking it here very much. His hyperactive coworker and teammate had practically dragged him here after what was otherwise a simple delivery performed in place of Zebra, who had been busy enough delivering food to the other side of the city. William was the one supposed to carry it out, but Glitch had practically jumped at the opportunity to do so.
Glitch herself, meanwhile, seemed to be very content eating some fries which she (very regrettably) had to actually buy instead of simply snatching it away from a poor, unaware bystander, and had already ordered another plate because they were just that good. Security was too tight, somewhat on edge - the moment she got close to someone or something, they immediately turned their attention to her. Still, she didn’t want to deprive herself of one of the many pleasures of life like that, so she didn’t mind paying too much. “Mmrgh..? Why sho?”
“W- well… you know… uh...” William wasn’t sure how to say it - he was scared enough of Glitch’s erratic mannerisms most days, and that was while he tried to steer clear of her. Were he to directly oppose her, he’d have no way of knowing what she’d do! On top of that, he couldn’t help but notice that she seemed slightly… on edge. She was usually hyperactive, but she seemed to be even more eager to jump from one thing to another recently, and to ignore anything that even slightly stressed her out. Considering everything that happened to the staff at the Elephant Bones recently, it made sense for her to be stressed, even if she didn’t really show it usually. “... um, you know the rumors about this place… right? ”
Glitch turned to look at William, tilting her head “Hm? What rumors?”. “Uh... well… about the ED… and the fighting rings… I saw an article about it on the Hermod, and… i- it could be dangerous to be here for too long...” hearing William say that, Glitch seemed to recede for a bit, thinking to herself. “Mmm... well, it hasn’t been a problem yet! Right? Besides, the other chips haven’t arrived yet!” Glitch didn’t want to think much about it - so long as these fighting rings were away from her, she could just ignore them and go on with her life, but if it really was here, then maybe it would be good to avoid this place… but the fries were so good... Glitch took another look at the table she was sitting at and at the plate of fries she’d ordered. She grabbed a handful and ate them. “Mmm… after the second order of chips comes! Then we leave! But only after then!”
“Alright...” William didn’t like this very much, and he couldn’t help but shoot nervous glances around as Glitch finished up. Just about every staff member here was on edge and uncomfortable - he knew how to notice these things, and it would make sense if this place really was connected to the underground. Ugh… Why did he come along with Glitch? He’d just have to hope that the second order would come soon, and then they’d be able leave just as quickly as they came in.
Naturally, as if fate itself had conspired to screw him over, he couldn’t help but pick up on ‘something’. Guards around the floor peered nervously into their phones, and most of them began rushing towards the stairwell. Glitch had noticed as well, her ears picking up on the nervous murmurings of the guards and their hasty footsteps.
“Uhh… G- Glitch, something’s happening, we should-” “Pleh! Can’t you wait just a second! The chips aren’t here yet! This isn’t-”
Before Glitch could finish her sentence, something flew into the room - the body of a security officer, clearly tossed away by some stand, flew from the entrance to the second floor, and landed right in the middle of a group of more security officers.
“Oh god oh god it’s happening oh no oh no oh no oh-” William was, as expected, positively freaking out by now. Meanwhile, Glitch was keeping her ears peeled out, having picked up on something… interesting. The voice of two people she vaguely recognized from “Taste of Fortuna” a month or so back.
“Hey! That’s Agnes! And that other chef whose food is good! Even better than the chips!! What are they doing here, fighting?!”
Soon enough, Agnes and Arpeggi really did pop into the room, their stands summoned as they staved off some guards with them. Much to William’s chagrin, Glitch grabbed onto his hand and summoned [Vida Loca], before hopping onto it, the massive feline hoisting him onto it as well, before running right towards the source of the commotion…
And right into the footpath of a terrifying giant who seemed to suddenly fall from the ceiling, several eyes along its body looking to them as its head rotated 180 degrees. “Well, wouldn’t you like to know?”
Several minutes earlier, A Few Stories Lower - Sound’s Garden Abandoned Subway
“Are you sure this is the place? Seems pretty fucking trashy to me, honestly…”
“That’s what makes it a secret passage, Agnes… They’re not exactly rolling out the red carpet to tell you how to get there.”
“Ugh, Astronomia wasn’t built for this shit. You’re paying if something gets stuck somewhere.”
“You’ve crashed it how many times this month alone?”
Arpeggi Osso Buco sat in the sidecar of a motorbike driven by one Ananas “Agnes” Bayley, through the abandoned subways of the Eastern strip. He’d meant to take this trip alone, like he had before, but of course, this fucking guy had to be the first on the team to learn that he was a Stand User, an active vigilante, and not only in part responsible for a certain cult’s influence plummeting to nothing in Los Fortuna, but had dedicated himself to making an enemy of the blight of the Entertainment District.
“Fuck it, I’m down.”
“You’re… What?”
“I’m down. Fuck those guys. I don’t even need to ask any more questions, they’re an absolute disgrace to be shown up by a real villain, and if you’re hunting their boss down, I’m with you.”
“You are the last person I would want watching my back in a-”
“Or I can tell Gabanna what you’re doing so soon after getting SHOT last time you tried your luck with these guys.”
“…bastard. Okay, just don’t get in the way.”
Minus a near-scare with RCR’s nightmarish train nearly running them down without noticing, and Arpeggi having to explain at some point that it was both private information from a set of informants and news now publicly printed in multiple sources about the higher-ups of this organization, it had mostly gone smoothly since then.
As they drove closer to the underside of Heartache, Arpeggi signaled for Agnes to stop, noting a destroyed set of hollowed-out mannequins of sorts, smoking and smelling like gunpowder.
“Hell is that?” Agnes asked, looking down, but Arpeggi, in turn, didn’t quite seem surprised. Before he could explain, however, another, distorted voice cut through.
“You’re late.”
The revving of a second motorcycle, a sport bike, had quietly synced with Astronomia, and the pair looked up to see a figure clad in orange and black, winglike scarf drooping upside-down, its rider atop the ceiling of the tunnel.
“You.” Agnes spoke with contempt, despite having never seen the Black Angel in person before, only for them and their bike to drop down right in front of them, flipping in midair to land gracefully.
“You didn’t tell me you were bringing a friend, let alone… Him.” The Angel sounded dubious about Agnes’ presence, adding, “since you took time picking him up, I’ve had to start picking off these weird… hollow doll-guards myself. They almost noticed me in time to signal the boss. I really don’t have the time for this today.”
“Sorry about that, he insisted,” Arpeggi wrote off, not wanting to explain the somewhat unsurprising (“ran into one another while doing their vigilante rounds, got to talking about the ED mainly”) story how he and the Angel met, “and he’s here right now… Say what you like about him, you saw that Being So Normal, I assume. He’ll be an asset.”
“I’ll kick your ass-et,” Agnes grumbled, “fighting them alone my ass. Ugh, teaming up with masked hero types like this… Pisses me off. We should be kicking each other’s asses, Angel.”
“Deal with it,” the Angel wrote off, before adding, “our contacts in there… They said basically everyone we might have any reason to get is on that floor with them, watching Downtown.”
“Right, some madman is acting out there,” Arpeggi noted, folding his arms and looking Westward, “I take it that’s why you’re in a hurry? You want to deal with them quickly and head out there next?”
“You got it,” they answered, “and admittedly, there’s a reason I had to come here first… Something I’m going to prioritize the highest, and if we take too long, I’ll have to leave having only done that.”
“You’ve got a grudge, is that it?” Agnes asked, “you wanna punt some fucker before moving on?”
“That’s… not why I’m targeting him,” The Angel noted, before adding, “that sword the Conqueror Worm always has on him… The ‘Sword of Sir Aurel…’ The future of the city might depend on me getting that Downtown. The contacts say he still has it with him, just like on that stream.”
“You’re pissing me off, pretending you don’t care about just one-upping that bastard,” Agnes chided, adding, “act like you’re ‘heroes of justice’ all you want… I’m doing this because these guys piss me the hell off, and seeing them fall will make me laugh. Do all of us a favor, cut the bullshit, and admit you’re gonna enjoy this, yeah?”
The others didn’t say too much more of note, then, beyond the Angel briefly examining Astronomia, putting something all over it that they claimed would ‘make it maneuver better,’ which Arpeggi had to calm Agnes into accepting, especially considering it meant they could ride up stairs with relative ease.
“Alright, from this secret passage, it’s a straight shot up a few flights of stairs to the VIP room… We should be able to burst it down without ever disrupting all the public patrons and fortifications up on 1F. Hold on tight, you got that?”
The motorbikes revved, then, and the Angel’s led Agnes in seeming to leap into the air, driving up and along the walls of the stairwell, before a long-haired figure emerged from the Angel, aiming something at a metal reinforced door, firing into it a few times, and it shifted in place as Pork Soda rushed towards it, placing a tab on the material before ripping it away, liquid metal blasting in the opposite direction the door would fly and swing at rapid speed, swinging like a deadly projectile and cutting more powerful puppet guards away as the three burst in.
Arpeggi called out, “All that you’ve done ends here, Fox!”
Not long after Arpeggi called that out, Fox himself, of course, was quick to stand, as were a few bold-looking members of the crowd, hurrying towards the fighters with his own accompanying doll-guard, small enough to hold in two hands and, with his large frame, swing like a hammer-thrower, lobbing up towards them and bursting open into a mess of pointed rocks as he drew closer, repelling Arpeggi’s immediate attempts to approach.
The swinging door, embedded with odd screws and still gushing metal soda, began to fly towards him, only for the sound of a rifle to fill the room, a single warping bullet putting out every one of the odd screws and careening it to strike Arpeggi back, sending him flying down the stairwell before either the Angel or Agnes could react.
Seido, sitting at his edge of the bar, finished downing his drink, holding his weapon in one hand and grinning a bit, slurring slightly, “thas’ goin’ on your tab, boss…”
Fox smirked, then, rocks and sand swirling around him and beating back the remaining attackers’ efforts to burst forward. “Let’s not fight up here, gentlemen… I’ve set this place up nice for a very special guest. Take it downstairs. Seido, consider yourself on the clock now.”
Worm, then, seemed to realize the Angel was staring at his movements, diving down into the floor below to the terror of the 1F patrons, and the rider hurriedly cut away from the clash, leaving Agnes to fend for himself against the rocky onslaught of Fox, all while Oh No watched and Seido, quickly, lined up another shot. Even on this upgraded bike, he knew the only response to make there. “Fffuck this!”
Pork Soda reached for Astronomia, a tab appearing on its wheel which, as the Stand weathered rocky blows, it pulled, blasting Agnes back into the stairwell, where he hit the wall with an, “oof!” before hopping off of his ride, which crashed and plummeted down as he abandoned it to slide down the railing, doing a cool combat roll to cover Arpeggi and the Angel as they rolled into the first floor, clearly concerned about what Conqueror Worm being there would mean for the patrons. Fox and others were shortly behind, with a certain exception.
Though nobody could hear it, by Metra Doria’s choice, as soon as Seido had spoken that aloud, she’d kicked up the chair she’d been sulking in all ‘party’ long, a pair of headphones appearing along her neck as a blast of sonic energy kicked it directly into the head of the hitman. Her heart skipped a beat, then, and she muttered under her breath, “shit, that actually worked… I got lucky, huh?”
“Entirely,” Oh No agreed, stepping forth himself and stretching, producing a very large, intimidating revolver from his cloak and beginning, idly, to load it, “but don’t treat that as a failing, TD/MD… You saw a once-in-a-lifetime opportunity, and you had the instincts to take it.” No closed the chamber, starting leisurely towards the stairs after the rest. “This is getting tiresome, isn’t it? You see it too, how dull this has gotten… What potential they’re wasting here. What do you say we speed along what’s been a long, long time coming?”
“Well, wouldn’t you like to know?”
A golden, shining sword appeared out of the giant’s gross hand, and his presence alone made Glitch want to wretch, the smell of the Conqueror Worm fell, and vibes even more rancid.
“We got two more troublemakers here, eh?” Worm asked her and William with an amused tone, “Hell just broke loose here, and you’re tryin’ to run headlong into it! I like that! I like that drive! So what do ya say? Attacka them!”
Glitch didn’t know this guy, but something about his gleeful nature, the way that William murmured to himself in alarm when he spoke those distorted words, made her hairs stand on end, made her want to hiss and immediately turn her attention to him, and it seemed, then, that Worm could sense this.
“Another one who ain’t a fan, huh?” He shook his head. “Disappointing, but typical.”
At that, he ducked into the floor, before attempting to burst out from underneath and drive his blade up into Vida Loca, barely being scraped before hopping away from the rising attack and meeting it with a sharp, harsh claw, beating back his raw strength with her Stand’s own.
“I don’t know who you are, but you’re really not the kind of bad news that’s any fun!” Glitch called out from atop her mount, pulling off in time to avoid the ambush of a hollowed-out guard and note two others bothering William.
“That guy looks underage… He ain’t allowed to be on a casino floor without ID!” Worm declared with amusement, fully expecting what came next as several of the doll-guards attempted to strong-arm him.
“G-get away… Get away from me!” William was freaking out, then, and fairly fearing for his life, allowed Ocean Eyes to manifest, swinging and spraying acid all around, which bounced uselessly off of Worm’s hide, didn’t so much as drop near Glitch or Vida Loca, and melted away the threats in an instant.
The casino floor was pandemonium then, several high rollers, some random patrons, and of course, every named member fighting, Stands flying. Arpeggi expertly caught rocks tossed by Fox, only for him to still control them even as they were made to burn by NEXT LEVEL 2, though this eroded away much of the sands of his barrier, backed up by Agnes as he very competently kept a rocky barrier up regardless, Metra standing close by, shifting her eyes. The Black Angel tried to drive headlong into Worm, continuing his mess of a situation, while Glitch, mostly, managed to sneak off on her own, trying to find a way to support William and calm him out of whatever this was.
“Don’t move,” a modulated voice behind her said, and she heard something click behind her.
“Mrr?” She turned, then, facing the barrel of Oh No’s revolver head-on.
“This might be a bit loud… But it’s about time this ended.”
Before Glitch could react, No had pulled the trigger twice. Neither shot so much as grazed her, but seemed to hit tables, cameras, walls, ricocheting about in apparent chaos, before finally…
“I… What did…” Blood ran down the organizational ringleader’s outfit, bleeding both from a massive wound to the back of his knee and opening a massive hole in his shoulder, as the rocks he had been flinging around dropped like… Rocks.
Tigran’s voice was the next thing to ring out through the casino, now mostly abandoned bar the combatants.
“TOBY!!!”
Fox hadn’t even heard the shots fired, thanks to Metra, let alone noticed their angles; after all, the only one he knew of who could make a shot like that was knocked out and drunk upstairs, not to mention loyal to Tigran’s paychecks.
No twirled his gun around, holstering it and patting the bewildered Glitch on the shoulder. “Thanks for holding still… Didn’t want to hit you and ruin it all, after all. Hmmhmmhmahaha!"
“You… You motherfuckers!” Tigran wanted to cry then, especially as the others drew closer, seeing everyone who had fought against an ally of his here as little more than an enemy. Still, though, facing them off, he had to calm himself.
“Stand down,” Arpeggi demanded, “you’re outnumbered, completely.”
Tigran, rather than giving up, began to speak again. “You know, as the owner of this casino, I know the power of ‘games’. You see, if you call it a ‘gamble’, that sounds so… negative, no? So you call it nothing more than a simple ‘game’. That’s what draws people in. Getting people to play ‘roulette’ is harder, but if you call it a ‘roulette game’ and mask it correctly, it’s so, so, easy… However, the moment the ball is launched, it doesn’t matter, does it? No difference between a ‘gamble’ and a ‘game’... the ‘contract’ is the same - you abandon your money for ‘entertainment’ and for a slim ‘hope’ that you’ll succeed this time and make bank… It’s all thanks to these ‘games’... All of you lot, don’t you think so? Aren’t ‘games’ great? Hell, I’ve got an idea for one we can play right now…”
“Wh- what the hell are you talking about!” Arpeggi shouted out in anger. “I’m not putting up with this shit! You want a ‘game’?! Sure, fine! Here, how about this one - I go up to you, and have fun beating the shit out of you!” rushing towards Tigran, Arpeggi readied a punch and swung towards him - only for his fist to stop in midair, hitting against some kind of invisible barrier. He reeled back from the impact, stumbling backwards, feeling… weak. A look behind him revealed that Agnes, Glitch, William, and even Metra, the Angel, and No seemed to be feeling the same, struggling to remain upright.
“Y- you ‘agreed’... heh…” Tigran’s previously panicked expression quickly faded, replaced by a wide grin. “You agreed to it! You agreed to the ‘game’!” By now, Tigran broke out into uproarious laughter. “Always! They always fall for it, tempted by ‘games’! You… you idiot! I put the answer right in front of you, and you still missed it! ‘Games’, by their very nature, are tricks! Illusions! And my [The Grid] has the power to facilitate that! By agreeing to the game, my [The Grid] forces you to participate! There’s no escape now - you’re trapped in this ‘game’ of mine!”
As he realized he had screwed them all right at the last moment, Arpeggi’s vision began fading, and he fell onto the ground with a thud, blacking out.
???, an hour later, Heartache Casino VIP room
“Alright! Seems like our contestants for the first impromptu match of the day are waking up!”
“Plrrr..?” Out of nowhere, Glitch found herself standing straight, awake, somewhere unfamiliar. She tried to listen to see what was going on, only hearing the groans of William, Agnes, and Arpeggi, indicating that they were in a similar position to her. Of course, there was also that voice - she was… a ‘contestant’. It wasn’t hard to roughly figure out what exactly she was a ‘contestant’ of. She, and...
“...William!” Behind her was a whimpering noise, evidently William, and the sound of droplets of some kind of liquid splashing onto the ground, clearly [Ocean Eyes]’s acid. Ahead of her were Agnes and Arpeggi, talking between themselves about what the hell happened. Arpeggi sounded mad. Agnes… she wasn’t sure how he sounded. But she gathered enough from their conversation to understand that somehow, they were currently inside of a roulette wheel. Or rather, she, and everyone else, was shrunk, and placed into a roulette wheel.
“Now, this match is simple - a deathmatch to see who manages to survive! However, since we’re at the heartache casino… there’s an appropriate twist involved! See, our combatants for today are fighting on a roulette table, and meanwhile, our spectators for today are placing ‘bets’ to see which colors win out! Representing ‘red’, we’ve got our very own ‘Fox’! On black, meanwhile, we’ve got ‘Tigran Sins’, who set this match up!”
She summoned [Vida Loca] besides her, taking a look through the stand’s eyes and seeing the environment for herself. She was dwarfed by the room, trapped inside of this small roulette wheel. There was nowhere to run. William’s whimpers had escalated into sobbing, as [Ocean Eyes] hugged him from behind. Arpeggi and Agnes were arguing by now, shouting at each other. She took a deep breath.
“Now… I won’t keep you waiting any longer, since I just know everyone here’s excited to see what happens! So...”
First, Glitch got tossed into Los Fortuna and found a new home there, with the rest of the staff at the Elephant Bones. Then, they started getting into fights with other stand users - Shelldrake, Effie, Byte, William. She hadn’t been in one yet, but she knew very well the effects of them. Her friends had gotten hurt, some such as Father Blue even dying. Then the situation in the slums got worse, her home becoming less and less safe by the minute, her friends getting extorted and forced to work for ODIN, and now she and William were trapped here.
“Three… Two… One...”
She needed to get out. She needed to fight. She needed to win. She could overhear Agnes and Arpeggi bickering on the other side of the wheel, but knew that they were going to try and fight her and William as well. They had to. They’d been trapped by that man’s stand, and none of them knew what could be done against it, if anything.
[Vida Loca] stood behind her, a constant vibration coming out of it and creating a loud hissing noise that was soon mimicked by [Ocean Eyes], drowning out William’s sobs. She knew full well that, even if he was her friend, William was also a dangerous killer, meek though he might have acted. As hard as that whole situation was to grasp, she understood something else - that the more she stayed near [Ocean Eyes], working alongside it, the safer she was. She and William had to get out of this. And if they wanted to get out of this...
They would have to fight for their lives.
OPEN THE GAME!
(credit to magistelles for the image, both the censored and uncensored version!(CW: trypophobia))
Location: A roulette wheel in Heartache Casino, upon which players have been forcibly placed.
The map here is roughly similar to the image of the roulette wheel above. The outer brown layer represents the rim, the yellow layer being the wooden slopes down towards the center, the black layer being the numbers, the red layer being the pockets, the next layer being sloped wood up towards the center, and the center being a metal tower.
The map is 30 by 30 meters relative to the players, with the dotted tile being 5 by 5 meters.
The diamonds are the metal bumpers, about half a meter tall, and the blue circle is a weighted metal roulette ball which is a meter tall, both heights relative to the players.
The metal tower in the center is 8 meters tall relative to the players and the outside walls are 5 meters relative to the players. Players can not go past the rim of the roulette wheel.
Goal: RETIRE your opponents!
Additional Information:
There is an invisible barrier keeping the players and their Stands inside the roulette wheel. Everything else will pass through as normal, but the players and their attacks will be blocked by this barrier. The barrier is cylindrical around the entire roulette wheel.
The roulette system is currently automatic, 5 seconds after the ball falls into a pocket or stops moving entirely, it will start rolling again at top speed clockwise. The max speed of the ball is equivalent to B SPD and the ball is A DUR. You can expect it to make around 8 revolutions around the wheel before losing most of its speed if it is unimpeded by the players.
If the ball is destroyed or unable to roll, a new one will be thrown in from outside.
Team Combatant JoJolity
The Graveyard Shift William Eyelash “W-Well, I'll be going now...” You’re being forced to fight, and you don’t want anything to do with this! During the match, try to stay on the backlines as much as possible, assisting from there!
The Graveyard Shift Tiger “Glitch” Ricky "Nowadays, 30,000 yen is gone after you make one or two trips... So all that's left is to make more money, or go flat broke." You are being forced to fight here, and you hate it, so you might as well do something to cause the casino to lose money! Do whatever you can to constantly rig the roulette in favor of odds!
BADD GUYS Arpeggi Osso Buco "Does that alien not know what 'holding back' means?" You were tricked by that asshole, and now you’ve got to fight these two bystanders?! Fuck, this makes you irritated. Destroy as much of the area as possible over the course of your strategy!
BADD GUYS Ananas “Agnes” Bayley "I did say this seemed fun, but I wasn't talking about Cee-lo. I meant that it'd be fun taking your 30,000 yen from you." That girl over there is trying to rig the game, so play the agent of chaos and rig it towards the other end! Do whatever you can to constantly rig the roulette in favor of evens!
Link to the Official Player Spreadsheet
Link to Match Schedule
As always, if you would like to interact with the tournament community and be among the first to get updates for the tournament, please feel free to PM a member of our Judge staff for an invite to our Official Discord Server!
submitted by Dungeon_Dice to StardustCrusaders [link] [comments]

We shall fight on the seas and oceans, we shall fight with growing confidence and growing strength in the air, we shall defend our island, whatever the cost may be. We shall fight on the beaches.... uh, what do we do after that again?: The Perilous Defensive Position of Taiwan

Do not forget the experience in Ju: The absolute worst advice you could give the modern Republic of China Armed Forces.

Welcome to today's effortpost by me, the latest in what will quite possibly be a series on the complex military situation developing in East Asia, which pretty much everyone should be keeping a careful eye on. We'll be covering the situation in Taiwan today, and how it's much more precarious than commonly thought, though the risk of invasion is, hopefully, still relatively low.

Current series status:
  1. What you [might] need to know about South Korea's ludicrous arms buildup
  2. We shall fight on the seas and oceans, we shall fight with growing confidence and growing strength in the air, we shall defend our island, whatever the cost may be. We shall fight on the beaches.... uh, what do we do after that again?: The Perilous Defensive Position of Taiwan
  3. [preliminary] "You've hit another cargo ship? The Problems with the US Navy: Not all of them begin with "Seven" and end with "th Fleet"."

Today's effortpost covers everyone's favorite Sinic island--yes, that's right, Taiwan! [although really it's multiple islands--we'll get to that.] In particular, it explains why Taiwan's defensive situation is much worse than it appears--but also why a Chinese invasion isn't immediately likely, and what signals to look for to see if the PRC is actually seriously planning an amphibious assault, so much as they can be discerned.
Glossary as used here:
PRC = People's Republic of China = the mainland
ROC = Republic of China = Taiwan
PLA = People's Liberation Army = Chinese military
PLAAF = People's Liberation Army Air Force
PLAN = People's Liberation Army Navy
PLANAF = People's Liberation Army Navy Air Force
ROCAF = Republic of China Air Force
ROCN = Republic of China Navy
SAM = Surface-to-air missile, ie, Patriot or S-300--most have limited ABM, or anti-ballistic missile, functionality as well
MANPADS = Man-portable air defense systems, can be carried and operated by one person or a small team of persons, short range but effective against helicopters and low-flying aircraft
ATGM = Anti-tank guided missile

1. Prologue/Chiang

Yes, that's right. Chiang Kai-shek is, besides being, shall we say, an interesting character, actually quite important in understanding why the Taiwanese military and defensive position is what it is. I'll cover the history briefly here too.

So, basically Chiang was the head of the armed forces and government of the Republic of China since more or less the death of Sun Yat-sen, the founder of the Republic of China, in 1925. This entire period was spent in conflict, with Chiang's National Revolutionary Army "controlling" most of China after the Northern Expedition [in reality, while the ROC had a fairly solid grasp over the urban centers, the more remote regions were still largely under the rule of warlords for some time afterwards], and, after initial moves, Chiang worked for around a decade to consolidate his rule--in particular, focusing in on the communists, which he took great pains to root out, and very nearly successfully eliminated--only a string of good fortune for the communists, from the Long March to the Xi'an Incident to the truce, kept them going. The entire Chinese Civil War is a complicated and fascinating story of its own, which I won't tell here, but most readers probably already know the conclusion. Chiang's forces were driven back, his most professional forces were destroyed [he had a bit of a habit for doing this--his elite, German-trained divisions were expended in the Battle of Shanghai, though they did quite well against the IJA], and he fled to the island of Taiwan. The communists made an attempt to begin an assault on Taiwan, repeating their success in Hainan, but after a disastrous landing attempt at Kinmen the plan was aborted. Since then, the mainland has periodically clashed, sometimes in open war, with Taiwan, but each time has been turned back, mostly by the US, but also by the qualitative superiority of the ROC.

Now, moving on to Taiwan. Taiwan was a Japanese colony for a number of years, and had a rather more amicable relationship with Japan than its other colonial possessions [well, aside from the aboriginals]. By the time Chiang landed on Taiwan with millions of troops and refugees, the island already had a substantial population of Ming-era Chinese colonists, which were significantly different from the mainlanders arriving, and a small population of Austronesian aboriginal people who predated those colonists. Thus, we have the ethnic divisions which remain to a degree prominent in Taiwan to this day:
Of course, all these groups lived in harmony, until Chiang attacked showed up [hint: no they didn't, also, real life ATLA reference albeit from 1946]. From the very beginning, the mainlanders dominated Taiwan, repressing local culture and political activity, primarily through their control over the military. As a result, even to this day, the armed forces are generally politically aligned with the Kuomintang [KMT], ironically, the party which is least likely to be in need of their services as they have, since the arrival of democracy, generally taken a pro-Beijing or at least conciliatory position. I won't get into the full details here of the White Terror, but suffice it to say that the military has had, to say the least, a fraught relationship with the general public. As soon as Chiang arrived, he began fortifying the island against a potential Communist assault, building vast fortress complexes, beach defenses, tunnels, and other static defenses, and these fortifications persist to this day.

Another major shift occurred in the 1960s, when the aging Chiang decided to make an attempt at reconquering the mainland, viewing it as extremely vulnerable after the Great Leap Forward and the Sino-Soviet split. However, despite years of [poorly] concealed preparations, American opposition to the idea and naval troubles resulted in the effort being abandoned in 1972. From this time on, Taiwan's armed forces mostly focused on defense. They bought newer and more sophisticated American weapons, and maintained a system of mandatory universal conscription--enshrined in the constitution. They also, consistent with their heritage from the foreign-trained NRA, generally adopted American doctrines, focusing on air and sea control, maintaining a qualitative edge, and developing limited power-projection capabilities. [There was also a brief foray into nuclear weapons--again foiled by the US, which until relatively recently had a complex relationship with Taiwan mainly aimed at maintaining the status quo].
However, since the transition to democracy, and a great improvement in relations with the mainland [which more or less coincided], the military has generally fallen far down the priorities list--but it has maintained its same approach as before, aiming to maintain a qualitative edge and to use superior technology and training to stop the PLA from making a successful landing.

[I am not Taiwanese, and still know all to little about Chiang and the civil war, so I'm open to correction on these parts if I've made any mistakes.]

2. Geography

Well, first things first. Taiwan is an island, separated from China by a ~100 mile [~160km for those not using freedom units] strait. This is, in the grand scheme of things, not very far at all. It's as close as New York is to Philadelphia, or London is to Birmingham, or Antwerp to Amsterdam, Seoul to Daejeon--look, you get the idea. It's pretty close. Taiwan is also very close to the southernmost Japanese home islands, and reasonably close to the Philippines.

Taiwan also possesses two major island garrisons, at Kinmen and Penghu. The former is within spitting distance of the mainland, literally islands in Xiamen harbor, and the latter lies within the Taiwan Strait, disrupting passage through the southern parts of the strait. It also holds a few assorted islands east of Taiwan and in the South China Sea, but we'll more or less ignore those as they aren't worth noting for our discussion.

Finally, we have the geography of Taiwan itself. Almost all [I believe 80%] of the population lives in a narrow coastal plain on the west coast, from Taipei to Kaohsiung, in one of the world's densest urban agglomerations. Most of the rest of the island is forested mountains in the 6000ft/2000m range. A relatively small area on the east coast is also heavily built up, in Yilan, the Huadong Valley, and at Taitung. In addition, most of the west coast of Taiwan is mud flats, which are not particularly conducive to amphibious operations--though not as impassable as they once were with the development of LCACs.

3. Defense

The current plan that Taiwan has to defend the island is... not good. Imagine if Chiang planned the defense, except he also had ADHD, and you'll have a decent idea of what's going on. In fact, the entire plan is eerily similar in some ways to the defense Chiang mounted against the Imperial Japanese Army.

In short, the plan Taiwan has is to stop the invaders from getting there in the first place. That means first attacking assembly areas and logistics sites on the mainland, then destroying Chinese transports in the straits, and then driving them off the beaches. This plan looks incredibly badass [see this video of Taiwan's flagship Han Kuang Exercise for an example]. It is also incredibly dumb.

Even a decade or two ago, such a strategy was tenable, if perhaps not the most practical. Taiwan maintained at least qualitative parity with the mainland. But the PLA of today is not what it was even ten years ago, let alone twenty years ago when a single American carrier group could intimidate them. The PLA now has tens of advanced guided-missile destroyers, new amphibious assault capabilities, and large quantities of new, more capable aircraft, along with a large ballistic missile force. The PLA has also been advancing its training and doctrine substantially--one might call today's PLA almost American in some ways, having learned the lessons from Iraq well and worked to apply them to their own forces.

The very first thing any full-scale invasion of Taiwan is expected to open with is a barrage of short-range ballistic missile systems, along with cruise missiles and loitering anti-radiation munitions, which China has been developing in large numbers and, it is believed, to great effect--in fact, the primary reason the US exited the Intermediate Range Nuclear Forces Treaty is because of what China was doing with its ballistic missile arsenal. These ballistic missiles will target primarily static defensive targets, in particular, it is thought, airbases. Now, Taiwan could try to shoot these missiles down, but doing so would expend a great deal of SAMs for relatively little effect, leaving them vulnerable against the next phase. However, it seems that Taiwan currently plans to use its SAMs as such, and thus the first wave probably will not only eliminate a large portion of Taiwan's fighter force [or ground it or force it into storage in the super-hardened aircraft shelters at Taitung and Haulien], but also eliminate a large portion of Taiwan's SAMs as well.

The next phase would be waves of airstrikes. RAND estimated in 2016 that China can sortie around 600 unrefueled fighters per day over Taiwan, but this capability is likely to grow substantially. China is developing significantly more advanced aerial refueling capabilities, using a Y-20 [strategic airlifter] derivative, which could potentially significantly increase loiter times and allow airbases further inland to attack [also allowing for greater survivability against any potential Taiwanese counterstrike using cruise missiles], and is also developing carrier forces. Though at the moment it seems unlikely that China would use carrier-based aircraft to sortie against Taiwan, with the extremely heavy J-15 being pretty much useless, the arrival of a more advanced carrier-based fighter--probably the FC-31--could potentially result in as many as several hundred additional daily sorties. In essence, we would be looking at a display of airpower more or less on par with the Gulf War. Taiwan has limited capabilities in countering these moves--even their hardened SAM sites have vulnerable radars, and their relatively old and less numerous fighter force is not expected to perform especially well against China, which is thought to probably have a qualitative edge against Taiwan at this point. The ROCAF has other problems too, from maintenance in the face of continued scrambles against Chinese aircraft to a shortage of AAMs for its most capable fighters, but I won't get into all the details here--suffice it to say that Taiwan doesn't stand a chance in an air war, and, at best, using optimal tactics [which... they don't seem to be doing] they might hold out for a couple weeks as a force sufficient to constrain the freedom of PLAAF/PLANAF air operations--even then not really contesting opposition forces so much as just aiming to reduce their combat effectiveness, and that's making some pretty generous assessments of Taiwanese ground performance.

After a few waves of these, China would probably begin making landings [probably already having done so at Kinmen and Penghu], which is when all the really impressive displays of force that Taiwan engages in would come into play. Attack helicopters would soar out over the Strait to destroy landing craft, M1 Abrams would counterattack the beachheads the PLA established--all very impressive, and none of it likely to last more than a few hours, because it's pretty much all precluded on Taiwan maintaining air superiority, which it quite simply can't do. There are some obstacles in the way of China making an amphibious landing--the garrison at Kinmen might do some damage to assembly areas before it is silenced, the Penghu garrison could slow a landing in the South for some time--but eventually China would arrive, and, in fairly short order, eliminate all those shiny tanks, attack helicopters, self-propelled guns and so on that Taiwan has invested so much money in. The static fortifications, though impressive, would also likely only pose a brief obstacle given the fact that the PLA will gain air superiority in short order and has an impressive array of precision-guided munitions that are excellently suited to destroying such targets. In addition, the front-line units that would be doing this fighting are generally understrength, in the 60-80% range, since conscription ended, and are staffed only by soldiers that aren't able to get other postings.


Now, the US might show up. It might not. But doing so will take time--American forces in theatre aren't numerous enough to stop the PLA today, and have issues of their own [that's next week's post]. And if the PLA can secure Taiwan, an attempt by the US to retake the island would be difficult and politically impalatable. And time is something which Taiwan is simply not preparing for. Unless Taiwan can develop capabilities which will allow it to hold out against China [and by hold out, I mean retain the ports/landing sites on the Pacific coast], it runs a very serious risk of being rapidly overrun.

4. Why?

In short, politics. A shift towards asymmetric capabilities is sort of in the works, but I question whether Taiwan is actually committed to the idea, given that they also are somehow scrounging up money to buy a bunch of new F-16s and an indigenous [though rumor has it several powers, such as Japan in particular, contributed heavily to the design] diesel-electric submarine program. Most egregiously, they have plans to build an amphibious assault ship or LHD, to amphibiously assault... well, we're not sure what, exactly. In essence, the military and government is unwilling to admit its position for three reasons. First, doing so would make a large portion of the officer corps, and most of their expensive, prestigious toys, irrelevant overnight. Second, doing so would be a major psychological wound to the population, which would now have to admit that they would very much be part of the fighting in a protracted urban conflict, and concede that they are basically preparing to lose, but in a costly way. Third, doing so would be politically unpopular--it would require bringing back the recently abandoned conscription, and increasing reservist service requirements, along with, even with money saved from retiring/withdrawing excess capabilities and cancelling new procurement, costing quite a bit of money.

5. How to fix this

Pretty simple, actually, and a lot of people have more or less been prescribing the same solutions. Restore universal conscription, increase reservist training, dump expensive, high-profile items like tanks and fighter jets, and just buy loads of short/medium-range SAMs, MANPADs, ATGMs, and other equipment needed to create an effective ground resistance that can, first, hold out long enough for help to arrive, and, second, potentially increase the costs of Chinese invasion to a point where the PLA is unwilling to take the risk. However, such a fix does not seem to be particularly forthcoming. It can only come via a domestic reckoning in Taiwan [which I find quite unlikely] or by external American pressure, which is possible but, again, I feel, not particularly likely--I doubt that the US is willing to accept the short-term political cost, or even recognizes the problem, to the point where they would essentially coerce Taiwan into making these substantive reforms by withholding permission to sell high-profile defense items.

6. What to watch with the PLA, and also why the PLA might not invade

War is an inherently risky undertaking, and an amphibious assault of Taiwan brings with it a particularly high risk profile and limited rewards. There is a high chance, increasing steadily, that an invasion of Taiwan would be successful--but even if it is successful, there is a definite chance that the US, aided by Japan [Japan won't do it alone, but they will support an American intervention, including by protecting American ships and aircraft, by my reckoning], will intervene--and that significantly reduces the chances of the war having an outcome favorable to the PLA. This particular risk also means that the PLA will focus on rapidly seizing control of the entire island, especially Taitung and Yilan, where American forces could potentially land--because if the PLA can successfully keep the US from being able to conduct an uncontested landing on Taiwan, the risks involved for the US escalate substantially.

The downside risk should also be noted here. A failure in an invasion of Taiwan, whatever the cause, would be disastrous for anyone involved--that anyone consisting of most of the PLA and the top political leadership of China. A defeat would likely lead to the end of at least the current head of state and his political supporters, and might even result in the end of the CCP, ala the November Revolution.

There's also a definite possibility that China will use force to coerce Taiwan into unification without actually invading it. In particular, the high urbanization of Taiwan means the island is highly vulnerable to siege, as it must import most of its food and conducts all its trade via sea. This may be a more likely problem, and some Taiwanese defense planning seems to center on this assumption, but, truth be told, no force smaller than the JMSDF stands much of a chance of keeping its sealanes clear against the PLAN if it's sufficiently motivated--the only thing that protects Taiwan in such an instance is that China may be unwilling to escalate further and will likely seek to minimize combat.

As for what to watch with the PLA, the biggest things will be if they construct more amphibious assault vessels beyond their current 2 [3?] Type 075s, which are currently fitting out, and if they start constructing large numbers of landing craft--the latter of which only 'needs' to happen a few years before any invasion. It would also be wise to keep close tabs on the domestic situation within China. While things are going well, China really has no incentive to invade Taiwan--because doing so would cause economic trouble, cost blood and treasure, and would more or less eliminate the Taiwan issue, leaving Chinese leadership unable to play it for nationalistic purposes. If things start going poorly, or if China starts to believe that it may lose the capability to invade Taiwan successfully, is when an invasion is most likely.

7. Conclusion

First, to air the contrary view and why I think it's wrong, and why even if they're right we'd be better off not betting on it. There's a group of people that are of the view that invading Taiwan is much more difficult than I, and some others, do, exemplified in Tanner Greer's "Taiwan Can Win A War With China". However, a lot of assumptions made in the article are disputed [for instance, landing locations are no longer particularly constrained], and the author himself, whomst I cited for a later work, seems to have come around more towards my view. Mostly, these articles make the legitimate point that the PLA is risk-averse and knows that an invasion of Taiwan could well go disastrously wrong due to its sheer complexity and lack of modern precedent. However, I would be very hesitant to make my assumptions based on the optimistic idea that the PLA won't invade Taiwan ever and that the complexity of the operation inherently dooms it to disaster.

Now for the actual conclusion:

I hope you enjoyed this effortpost and learned something about why Taiwan is in such a bad defensive state from it. Next effortpost will be on the troubles of the US Navy, and will, I think, be titled:

"You've hit another cargo ship? The Problems with the US Navy: Not all of them begin with "Seven" and end with "th Fleet"."

8. Citations

Actual citations this time. Plus some "citations".

Professional Articles:
Shang-Su Wu, "Taiwan's Defense Under The Tsai Administration"
Tanner Greer, "Taiwan's Defense Strategy Doesn't Make Military Sense"
RAND, "Air Defense Options For Taiwan"
RAND, "Transformation of Taiwan's Reserve Force"
Paul Huang, "Taiwan's Army Is A Hollow Shell"
Two excellent and very legitimate Reddit posts primarily as sources for inspiration:
State of the ROC Armed Forces [ /WarCollege ]
Shortcomings of Taiwan's Military Defense [ /CredibleDefense ]

Plus, as always, Wikipedia articles and my head. Hooray.
submitted by AmericanNewt8 to neoliberal [link] [comments]

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