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/cyoa/ - Choose Your Own Adventure

minmax wishfufillment
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/tg/, /quests/, /twgrl/, /builders/, /games/, /animu/

File: c8b6e6375dc5f8a⋯.jpg (4.28 MB, 1200x9150, 8:61, TheLastCityP1V11.jpg)

File: 66996522a4bd416⋯.jpg (3.9 MB, 1200x9150, 8:61, TheLastCityP2V11.jpg)

File: 5645e6f9417638c⋯.jpg (3.81 MB, 1200x8750, 24:175, TheLastCityP3V11.jpg)

 No.9590

Fresh OC.

If anyone prefers imgur albums, here it is: https://imgur.com/a/LF3u3Cg

If anyone would like to tinker with the psd files, here they are: https://mega.nz/#!ruQylJIK!yoXuHS1zuFcz1RMkLRXs768srToNVmMPCxew1x2QAwI

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 No.9606

File: e5039ab5c1a91dd⋯.jpg (529.63 KB, 1654x1101, 1654:1101, It's from Scyth fool.jpg)

The Survivors

>Dietzs Revolutionary Republic

Only through socialism will we not only survive, but prosper.

''The City"

>Aaerstaad, the living city

The forest will not only aid in our defense, but will provide us with all we need. The old trees will be reinforced with steel!

>Doom cults

Reactionary forces linger from the revolutionary period, terrorist scum. They must be suppressed or crushed in order to ensure our security.

>Plague of Storms

Thankfully, the forest provides ample shelter and due to the dampness of the forest floor, fires are mostly relegated to the dryer canopy.

The Extraplanar Survivors

>The Alien City - Observers

Naturally, a civilization with such wondrous level of technological advancement would have highly advanced social advancement. They would seamlessly fit into our society and would aid us on the road to communism. Not only that, but the storms that plague the area could hypothetically be used to power their technology.

The Invasion

>Biological

The great drawback of biological creatures is their weakness to fire… lots of it. They may think the forest will provide the swarm with food but they will fertilize the soil with their corpses.

>Carriers Of Madness

The mere sight of the biological abominations up close could break a man. Good thing we have guns.

>Alien Intelligence

Bloody smart arses

>Deterministic Behavior

For all their evolutionary creativity, they're not very good at tactical thinking.

>Magically Dull

Most of their magic, if they even had any to begin with, is probably used to create whatever the hell sort of horrid creates they attack us with.

Technological Projects

>Automaton Workers

Post scarcity here we come!

>Mechanical Computators

To have an efficient planned economy, computers must be used to effectively compute all the data.

>Rod Towers Network

It seems we cannot sacrifice the forest's canopy to lightning…

We will merely solve this problem with technology.

>Prosthetic

Our alien allies may have improvements upon our designs! Those dying may live!

>Automatic Defenses

MOTHERFUCKING MINIGUN TURRETS

>Tricium Refinement

Our alien allies will naturally share with us knowledge. We are socialist comrades fighting a common enemy after all.

>Elecronikinetic Defences

We must use all the resources at our disposal to defend ourselves. Lightning? Why not make it into a shield? Too volatile to power domestic tech? What about alien tech?

>Steam Artillery

"Artillery is the god of war." - Joseph Stalin

>Tri-Reactors

Another step to post scarcity. Imagine the wonders we may build with all that energy!

>Land Dreadnoughts

THE ENEMY WILL BE CRUSHED BY THE STEEL FIST OF THE RED ARMY

MOBILE FORTRESSES WITH TRI-REACTORS WILL CARVE UP THE ENEMY LIKE A HOT KNIFE THROUGH BUTTER

Magical Projects

We seek to end this Planar Instability. If we use magic, we'd eventually be shooting ourselves in the foot.

Advanced technology is almost indistinguishable from magic anyway.

Social Projects

>The Inquisition

The KGB Inquisition will be our tool to crush the remaining reactionary forces and uncover infiltrators. The KGB Inquisition will defend socialism against any threat in these uncertain times.

>Scouting Division

We must know our world to tame it.

>Invaders Sociological Studies

We may not understand how the enemy thinks, but we may be able to learn how they act in environments other than the battlefield.

>Sabotage and Assassination Units

The KGB Inquisition will launch surgical strikes against the enemy. Everywhere, partisans will be trained to resist the enemy even in zones that have been overrun. The enemy will know no peace.

Grand Projects

The creation of a communist society is the grand project itself.

If I've calculated properly I've ended up with 17 Readiness and 5 hope.

I think I can count that as a victory.

Pic is a smaller mecha alongside a KGB Inquisition detachment hunting for the invaders.

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 No.9607

File: 59ee3443cf6f2bd⋯.jpg (4.58 KB, 290x174, 5:3, posadas.jpg)

>>9606

Comrade Posadas would be proud.

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 No.9618

File: d6981345d608147⋯.jpg (3.67 MB, 1200x9150, 8:61, 1 - JiHEas0.jpg)

File: e3b8b66b146c85e⋯.jpg (3.48 MB, 1200x9150, 8:61, 2 - RChJfCk.jpg)

File: 4e3e473eac91d69⋯.jpg (3.35 MB, 1200x8750, 24:175, 3 - JQpNutT.jpg)

Update.

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 No.9725

this is good but a bit complicated

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 No.10227

Free terf of krevia

1 readiness, 2 hope, 1 pop, 6 years

The living city

+2 readiness

Bad stuff:

Mana vortex

Doom cults

Other race

Insectoid race

+1 pop

+2 hope

Invaders:

Biological

3 free traits = 3 years

Skin walkers + 1 year = -1 hope

10 years x 2 pop = 20 pp

Projects:

Autamoton workers - 3 pp - 1 readiness +1 pop

20 - 3 + (1 pop * 10 years) = 27

Mechanical Computers -1 pp + 10% completion of grand project

27 - 1 = 26

Living alloys: -1 pp +1 readiness

26-1=25

Mana dams: -1 pp +1 readiness

25-1=24

Inquisition: -2 pp +1 hope

24-2=22

Clockwork adjuncts: -2pp - 1 readiness +20% completion of grand project

22-2=20

Semi-Planar railway: -2pp +1 readiness +10% completion of grand project

20-2 = 18

Bio-mech construction: -2pp +2 readiness

18-2=16

Auto defences: -1pp +1 readiness

16-1=15

Steam artillery: -2pp +2 readiness

15-2=13

Stabilizing reactions: -1pp +1 readiness

13-1=12

Anti-magic field generators: -2pp +2 readiness

12-2=10

Grand project:

Planar stabilization: 10% completion of grand project because of tech investment

Base 50 %

If completion is at least at 50%, +2 readiness

10pp * 5% = 50% completion of grand project

Complete the grand project and auto victory

End stats:

(16-2) 14 readiness, (5-1)4 hope, 3 pop

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 No.10242

>>9590

A really nice idea. I like the theme and different directions the city can be taken to. I would prefer more options impacting different areas of life or even ability to choose certain "attitude" toward the shape of future society.

The only problem is that the CYOA demands one to track quite a few stats between years. It's doable, but cannot be done casually and without some text file or a spreadsheet open. I don't think this should be changed either as different values and "endings" do much for the enjoyment but can't stop feeling like it makes this CYOA somethin that'd really benefit from being some interactive page/game thing that'd track the choices and points for the player.

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 No.10252

Not posting my actual build because there might've been an off-by one error or two when I went through it (I mostly just lurk these boards), but I defininitely felt like I had too many PP. Let's try min-maxing:

Let's start with one of the 1 pop, 6 year cities.

We'll take two drawbacks to maximize year increase without hurting max pop. (+2 yrs)

Any of the survivors adds one pop.

There's nothing really stopping you from taking all of the invasion traits, although the limited number of projects means you might not want to (plus, the thought of the enemy having all of those is quite horrifying). But, for the sake of argument, let's add all 16 years from invasion traits.

Now, if you take all of the population projects (the first one of each type, plus The Pocket Anomoly advanced social project), your pop increases to 5 at the cost of 11PP, a couple readiness and a hope.

This gives us 5 pop and 24 years (minus 11PP) for a total of:

109PP

As a point of reference, the remaining projects (not counting restrictions or cost modifiers) cost a grand total of 103.

Taking invader archytype and the penalties for non-main ally type brings this to 109, exactly the amount we have to spend.

Unfortunately, because we only took two city drawbacks, that does restrict us from getting some of those options.

If we did want these options, taking 5 drawbacks would cost a net 12PP, while taking a 6th would increase that by an additional 24PP, but they're not really worth so much.

Exponential returns, the true destroyer of planes.

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 No.10258

>>10252

… how do I screencap this post?

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 No.10262

>>10258

click on the arrow near your name (adventurer), click on select post and then click on screencap.

Also author of the CYOA here, I am aware of the math fuckery and I am in fact remaking it. Hopefully it will be done for the end of the week.

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 No.10266

>>10262

a, yay for this being continued.

b, all that appears is a small camera icon which I can't click and I see no new thing in the drop down list.

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 No.10270

>>10266

The screencap button is in the list at the end of the thread with return, go to top, catalog, etc.

If no posts are selected it will screencap the entire thread.

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 No.10475

File: caf97c8dde3a5e8⋯.jpg (4.29 MB, 1200x10000, 3:25, 1 - NzZwn66.jpg)

File: de784c798231fef⋯.jpg (3.57 MB, 1200x9150, 8:61, 2 - vgFEXYL.jpg)

File: bb955daea49c3b2⋯.jpg (3.54 MB, 1200x8850, 8:59, 3 - cFu8eGM.jpg)

File: 2c30fb9250044eb⋯.jpg (905.53 KB, 1200x2300, 12:23, 4 - rtqF6d0.jpg)

Update.

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