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Author Topic: Rise of Nations: 2 Minutes of Real Time: Forum Edition  (Read 22575 times)

mastahcheese

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Re: Rise of Nations: Diplomacy Hell
« Reply #45 on: December 31, 2014, 07:46:26 pm »

Time: 00:00

Cyan Nation: Flabort / Coolrune / heydude6: Inca

Your nation rests on the East corner of the island.
There is plenty of room to expand.
There are multiple forests to the north, west, and south.
There is a small mountain near your capital.
There is the Rare Resource of Silver nearby (+10 Metal and Wealth when occupied by a Merchant.)

The Purple Nation is to the North West. On the border is a forest, a mountain and the Rare Resource of Dye (+10 Wealth and Knowledge. Reduces cost of Civic Research by 25% when occupied by a Merchant.)
The Blue Nation is to the South West. On the border are forests and a mountain.
The Red Nation is to the far West, on the other end of the island. In the center of the island is a large mountain, and the Rare Resource of Horses (+10 Food and Metal. Reduces cost of Cavalry by 15% when occupied by a Merchant.)

Spoiler: Military (click to show/hide)
Spoiler: Civic (click to show/hide)
Spoiler: Commerce (click to show/hide)
Spoiler: Science (click to show/hide)

Red Nation: Dorsidorf / Lukeinator / Generally Me: Koreans

Your nation rests on the West corner of the island.
There is plenty of room to expand.
There are multiple forests in all directions.
There are no mountains near your capital.
There is the Rare Resource of Silk nearby (+10 Wood and Wealth. Reduces cost of Commerce Research by 25% when occupied by a Merchant)

The Purple Nation is to the North East. On the border are forests, a mountain, and the Rare Resource of Papyrus (+10 Wood and Knowledge. Reduces cost of Science Research by 25% when occupied by a Merchant.)
The Blue Nation is to the South East. On the border are forests.
The Cyan Nation is to the far East, on the other end of the island. In the center of the island is a large mountain, and the Rare Resource of Horses (+10 Food and Metal. Reduces cost of Cavalry by 15% when occupied by a Merchant.)

Spoiler: Military (click to show/hide)
Spoiler: Civic (click to show/hide)
Spoiler: Commerce (click to show/hide)
Spoiler: Science (click to show/hide)

Blue Nation: Highmax / Roary Star / Alev: Germans

Your nation rests on the South corner of the island.
There is plenty of room to expand.
There are multiple forests to the north, east, and west.
There is a small mountain near your capital.
There is the Rare Resource of Wine nearby (+10 Food and Knowledge when occupied by a Merchant.)

The Red Nation is to the North West. On the border are forests.
The Cyan Nation is to the North East. On the border are forests and a mountain.
The Purple Nation is to the far North, on the other end of the island. In the center of the island is a large mountain, and the Rare Resource of Horses (+10 Food and Metal. Reduces cost of Cavalry by 15% when occupied by a Merchant.)

Spoiler: Military (click to show/hide)
Spoiler: Civic (click to show/hide)
Spoiler: Commerce (click to show/hide)
Spoiler: Science (click to show/hide)

Purple Nation: Elephant Parade / Poketwo / Remuthra: Indians

Your nation rests on the North corner of the island.
There is plenty of room to expand.
There are multiple forests in all directions.
There are no mountains near your capital.
There is the Rare Resource of Furs nearby (+10 Food and Metal. Reduces cost of Military Research by 25% when occupied by a Merchant.)
A bit to the South, there is the Rare Resource of Wool (+10 Wood and Knowledge. Citizens are 15% cheaper and train 33% faster.)

The Red Nation is to the South West. On the border are forests, a mountain, and the Rare Resource of Papyrus (+10 Wood and Knowledge. Reduces cost of Science Research by 25% when occupied by a Merchant.)
The Cyan Nation is to the South East. On the border is a forest, a mountain and the Rare Resource of Dye (+10 Wealth and Knowledge. Reduces cost of Civic Research by 25% when occupied by a Merchant.)
The Blue Nation is to the far South, on the other end of the island. In the center of the island is a large mountain, and the Rare Resource of Horses (+10 Food and Metal. Reduces cost of Cavalry by 15% when occupied by a Merchant.)

Spoiler: Military (click to show/hide)
Spoiler: Civic (click to show/hide)
Spoiler: Commerce (click to show/hide)
Spoiler: Science (click to show/hide)



NOTES:
The 5/5 or 4/4 after resource buildings show number of gatherers/max number of gatherers.
The +60/70 after your resource numbers indicate how much of that resource you gain every 20 seconds/the commerce limit.
You can increase the commerce limit by researching Commerce techs, to allow you to gather resources faster. Knowledge has no limit.

INITIAL OVERVIEW:

Cyan Team is in an awesome spot. They have a close mountain, and while their rare resource doesn't have a useful bonus, it provides metal and wealth, which are great. They could probably make a very diverse army, with plenty of heavy units.
Red Team got rather majorly screwed here. They have no mountain nearby at all. Their rare resource does provide a bonus to commerce, and gives wood and wealth, so it would help to mass archers (Their unique unit, luckily) but they will either have to fight for a mountain, or try fishing whales, and that won't give a whole lot.
Blue Team is probably the most balanced, as they have a mountain, and their rare resource gives food and knowledge, but without a useful power. I can see a heavy army of barbarians here.
Purple Team also didn't get a mountain, but they also got two rare resources. Considering the fact that they seem to be the most insane, I doubt they'll use those effectively, so I really want to see how long they can survive.

I would upload screenshots, but my internet is being really slow right now, and it can't make it through it.
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The Derail Thread

Elephant Parade

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Re: Rise of Nations: Now Started!
« Reply #46 on: December 31, 2014, 07:48:22 pm »

WE MUST HAVE METALS, AS THE GREAT DIE DECREED IT.

WE BE CLAIMIN' THE RARE RESOURCE O' FUR, YAR.
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flabort

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Re: Rise of Nations: Now Started!
« Reply #47 on: December 31, 2014, 08:08:02 pm »

Cyan infrastructure demands that we build another city right on top of the Dyes, but first we need to research.

I propose we Research Civic 1 (80 food), and build a barracks (120 wood). Once those are done, send the scout and civilian to the dyes to build a city (10 wood 10 food).
Coolrune, Heydude, any thoughts?
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Alev

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Re: Rise of Nations: Now Started!
« Reply #48 on: December 31, 2014, 08:49:26 pm »

I suggest we research Science 1 (80 wood 33 wealth), research Military 1 (80 food), and build a city near the wine. Not sure what the costs for buildings are.
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flabort

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Re: Rise of Nations: Now Started!
« Reply #49 on: December 31, 2014, 08:58:07 pm »

Heh. I know nothing of the game, I'm just looking up a wiki. :P
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RoaryStar

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Re: Rise of Nations: Now Started!
« Reply #50 on: December 31, 2014, 09:54:44 pm »

I suggest we research Science 1 (80 wood 33 wealth), research Military 1 (80 food), and build a city near the wine. Not sure what the costs for buildings are.
Military I, then Science 1 in order of priority. We should get a few units soon. Build a University, as well. We need Civic for cities, but those can come a bit later.

Cyan ... build a barracks (120 wood)
You need Military I first.

Edit: Happy New Year!
« Last Edit: January 01, 2015, 12:06:28 am by RoaryStar »
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mastahcheese

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Re: Rise of Nations: Now Started!
« Reply #51 on: January 01, 2015, 12:57:00 am »

To claim a rare resource you need a merchant.
To build a merchant, you need a market.
To build a market, you need Commerce 1.

Most buildings cost somewhere from 60 to 120 or so wood at the start. I won't give exact numbers because that's a pain for very little gain.

You need Military 1 before getting a Barracks.

You need Civic 1 before building a city (I forgot to mention that you can only have as many cities built as your Civic research, not counting your capital. My fault.)

If you give me an order that you can't currently fulfil, I'll assume you want any prerequisites done.

For example, EP's action of "Claim the Fur" will mean "Research Commerce 1, Construct a Market, Train a Merchant, and claim the fur."

SO THEN:

Current actions as I view them:

Cyan:
Research Civic 1
Research Military 1
Construct Barracks in Cuzco
Construct New City near Dye resource

Red:
Nothing yet.

Blue:
Research Science 1
Research Military 1
Research Civic 1
Construct New City near Wine resource

Purple:
Research Commerce 1
Construct Market in Delhi
Train 1 Merchant
Claim Furs



Keep in mind that building may be slow as piss with only your single idle citizen.

Also Happy New Year.
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The Derail Thread

Elephant Parade

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Re: Rise of Nations: Now Started!
« Reply #52 on: January 01, 2015, 01:01:16 am »

[2]THE GREAT DIE CONSIDERS THIS INTERPRETATION UNACCEPTABLE. RESOURCE-CLAIMING WILL BE FASTER WITH MULTIPLE CIVILIANS.

WE BE BLITZIN' CIVILIANS, MATEY!
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Arx

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Re: Rise of Nations: Now Started!
« Reply #53 on: January 01, 2015, 02:41:18 am »

They start with 5/5 farms and 4/4 woodcutting camps? What madness is this?
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mastahcheese

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Re: Rise of Nations: Now Started!
« Reply #54 on: January 01, 2015, 03:02:10 am »

They start with 5/5 farms and 4/4 woodcutting camps? What madness is this?
5 farms, and a woodcutter's camp that can handle 4 citizens. All of which fully staffed.
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The Derail Thread

Generally me

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Re: Rise of Nations: Now Started!
« Reply #55 on: January 01, 2015, 07:40:03 am »

Ptw and play

Also action is to get commerce 1
Build market
Get merchant
And get military research
And claim resource
Also get civil if possible

Also is there a map
« Last Edit: January 01, 2015, 01:30:15 pm by Generally me »
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Lukeinator

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Re: Rise of Nations: Now Started!
« Reply #56 on: January 01, 2015, 10:09:21 am »

I suggest we get commerce 1, and then try to go for military 1. How does settlement work in this? And can we rename our cities?
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RoaryStar

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Re: Rise of Nations: Now Started!
« Reply #57 on: January 01, 2015, 11:04:07 am »

Add an iron mine and barracks to our queue, and take off two from farms and two from woodcutting when we're building.
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scrdest

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Re: Rise of Nations: Now Started!
« Reply #58 on: January 01, 2015, 11:41:50 am »

I suggest we get commerce 1, and then try to go for military 1. How does settlement work in this? And can we rename our cities?

Cities are built with workers and the city cap is determined by the, I believe, Civics branch of tech... line? Tree it ain't. You can rename cities and move capitals (albeit IIRC the later only via building a Senate or losing the original one).
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Arx

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Re: Rise of Nations: Now Started!
« Reply #59 on: January 01, 2015, 12:17:30 pm »

You move capital by building a senate, but you can only have one senate at a time. They can be razed, but it takes ages.
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