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Author Topic: Rise of Nations: 2 Minutes of Real Time: Forum Edition  (Read 22910 times)

flabort

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Re: Rise of Nations: Now Started!
« Reply #90 on: January 03, 2015, 02:23:37 pm »

Team Cyan
Blue, forget red, ally yourselves with cyan. We're rather similar colors, you know.
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The Cyan Menace

Went away for a while, came back, went away for a while, and back for now.

RoaryStar

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Re: Rise of Nations: Now Started!
« Reply #91 on: January 03, 2015, 02:33:19 pm »

You're a pain to read on a white background, though. :P

Alright, I'll propose both an alliance with Red and Cyan. The rest of Blue can choose which one we team up with, and whichever one is passed first will be our ally.

The other will still be on friendly terms, though.

Edit: Also, train four more citizens.
« Last Edit: January 03, 2015, 02:35:46 pm by RoaryStar »
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Elephant Parade

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Re: Rise of Nations: Now Started!
« Reply #92 on: January 03, 2015, 03:07:33 pm »

You can only have 1 alliance at a time.

I'm placing a rule that you can only form an alliance if at least 2 players from each team agree.
Also, at least 2 players from a team must agree to start a war.
Unless you officially declare someone to be a "foriegn advisor" and the whole team agrees to grant them executive control in diplomacy.
UNACCEPTABLE. YOUR RULE GOES AGAINST THE DICE GOD'S ORDERS.
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Arx

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Re: Rise of Nations: Now Started!
« Reply #93 on: January 03, 2015, 03:08:47 pm »

Which one? Because the one alliance at a time thing is hard-coded, if I remember correctly.
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mastahcheese

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Re: Rise of Nations: Now Started!
« Reply #94 on: January 03, 2015, 03:20:18 pm »

Which one? Because the one alliance at a time thing is hard-coded, if I remember correctly.
It is hard coded, I can't change that.
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The Derail Thread

Remuthra

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Re: Rise of Nations: Now Started!
« Reply #95 on: January 03, 2015, 03:49:42 pm »

You can only have 1 alliance at a time.

I'm placing a rule that you can only form an alliance if at least 2 players from each team agree.
Also, at least 2 players from a team must agree to start a war.
Unless you officially declare someone to be a "foriegn advisor" and the whole team agrees to grant them executive control in diplomacy.
As political advisor to the Kingdom of Elephantia, I relinquish all executive control to my liege.

heydude6

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Re: Rise of Nations: Now Started!
« Reply #96 on: January 03, 2015, 04:51:34 pm »

hey mastacheese, can you show us our updated resources and science list. We just spent some resources constructing buildings and doing research and I would like to know how much we have left.
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mastahcheese

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Re: Rise of Nations: Now Started!
« Reply #97 on: January 03, 2015, 05:59:50 pm »

hey mastacheese, can you show us our updated resources and science list. We just spent some resources constructing buildings and doing research and I would like to know how much we have left.
I haven't been able to run the turn yet, I've been busy. I've just been stockpiling orders so that when I can do the update, it'll go more or less smoothly.
When I update, it'll be in the format of the first one, with spoilers for any information you may need.
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Might as well chalk it up to Pathos.
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The Derail Thread

heydude6

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Re: Rise of Nations: Now Started!
« Reply #98 on: January 03, 2015, 06:49:00 pm »

more orders: create more idle citizens, at least 3
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Generally me

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Re: Rise of Nations: Now Started!
« Reply #99 on: January 03, 2015, 08:11:03 pm »

i say we alliance with purple rather than blue
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highmax28

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Re: Rise of Nations: Now Started!
« Reply #100 on: January 03, 2015, 08:20:49 pm »

I'm indifferent on both. I would prefer a non-agression pact with purple, red and cyan, as alliances can get messy.

The blue science advisor however, does chose that if possible, peace between the other nations for a time is fine. If none can be had with them, then I will refuse an alliance with them.
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heydude6

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Re: Rise of Nations: Now Started!
« Reply #101 on: January 03, 2015, 10:01:54 pm »

As someone who has never played this game before (nor done any research on it), can someone explain to me how alliances work in this game, how they are formed, what perks they offer how are they disbanded etc.
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Lets use the ancient naval art of training war parrots. No one will realize they have been boarded by space war parrots until it is to late!
You can fake being able to run on water. You can't fake looking cool when you break your foot on a door and hit your head on the floor.

RoaryStar

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Re: Rise of Nations: Now Started!
« Reply #102 on: January 03, 2015, 10:25:01 pm »

As someone who has never played this game before (nor done any research on it), can someone explain to me how alliances work in this game, how they are formed, what perks they offer how are they disbanded etc.

Never played it before either, but apparently, on the wiki, it says that there are three states of diplomacy between two nations, and it directly affects attrition damage (lack of supplies, which one builds supply wagons for to follow an army with).

They are, in order of peacefulness:
StateAttrition 
- Allies0%
- Peaceful 300%
- At War100%

So, basically, when you're Peaceful with someone, you have a NAP/NAA, since if you try to attack them, all your troops will starve really quickly. If you're allies with them, you can defend them and vice versa, and if you're at war with them, you can attack them and vice versa without much problem. (Except for getting everyone killed.)
« Last Edit: January 03, 2015, 10:28:14 pm by RoaryStar »
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Arx

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Re: Rise of Nations: Now Started!
« Reply #103 on: January 04, 2015, 12:59:47 am »

I think you can form alliances for free, but it costs wealth to break them.

The attrition rate in peaceful nations' territory is murder.
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I am on Discord as Arx#2415.
Hail to the mind of man! / Fire in the sky
I've been waiting for you / On this day we die.

mastahcheese

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Re: Rise of Nations: Now Started!
« Reply #104 on: January 04, 2015, 01:33:39 pm »

You are at peace with everyone by default.
Alliances cost nothing, declaring war costs a few hundred or so wealth. Don't recall exact amount.
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Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread
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