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Author Topic: Rise of Nations: 2 Minutes of Real Time: Forum Edition  (Read 22953 times)

Alev

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Re: Rise of Nations: Now Started!
« Reply #135 on: January 05, 2015, 09:30:16 pm »

At first, we were voting on how Blue should handle commands: two people pass a command, two people advise one person, or we throw out two people.

Then someone came up and explained the mechanics behind the game's political systems.

Then someone thought that we're talking about the alliance.

I propose that alliances do what each individual nation wishes to, and in the event that we must work together, we need at least three agreements and two or less disagreements, and at least one player on each side must agree to it.
Sounds good to me
Here too.
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Lukeinator

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Re: Rise of Nations: Now Started!
« Reply #136 on: January 06, 2015, 11:33:25 am »

Supreme red overlords, I vote for a republic as our new government. Yay or Nay?
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http://www.bay12forums.com/smf/index.php?topic=135480.0 My second FOOTBLEED game.
This thread is Bay12 incarnate.


Like the mermaid bones farm and the Kill-your-baby machine.

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Re: Rise of Nations: Now Started!
« Reply #137 on: January 06, 2015, 05:18:54 pm »

YAY
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mastahcheese

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Re: Rise of Nations: Now Started!
« Reply #138 on: January 07, 2015, 12:46:08 am »

Due to the fact that Senates are required to choose your government, and is also used to move your capital, I won't allow anyone to actually do that until a team agrees on where to place the Senate, since that's rather important.

Current Orders:

Cyan:
Train Citizens (3)
Construct Mine
Research Civic 1
-Construct New City near Dye resource
Research Military 1
-Construct Barracks
--Train Light Infantry (2)
Research Commerce 1
-Construct Market
--Train Merchant
---Claim Silver

Red:
Construct Farms
Train Citizens (Repeat Order)
Research Commerce 1
-Construct Market
--Train Merchant
---Claim Silk resource
Research Military 1
-Construct Barracks
--Train Army (1 archer 2 light infantry)
Research Civic 1
-Construct New City near Silk Resource
Research Science 1

+Move Army to New City

Blue:
Train Citizens (4)
Remove 2 Farmers and 2 Woodcutter's from gathering.
Construct Mine
Research Science 1
Research Military 1
-Construct Barracks
Research Civic 1
-Construct New City near Wine resource

Purple:
Train Citizens (Repeat Order)
Research Commerce 1
-Construct Market in Delhi
--Train 1 Merchant
---Claim Furs
Research Military 1
-Construct Barracks
--Train Heavy Infantry (Repeat Order)

Diplomacy:
Blue and Cyan form Alliance

Running turn now!
Update in a little bit.
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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

mastahcheese

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Re: Rise of Nations: Diplomacy Hell
« Reply #139 on: January 07, 2015, 01:38:24 am »

Time: 00:00

Cyan Nation: Flabort / Coolrune / heydude6: Inca

You sign an Alliance with Blue!

You train 3 Citizens.
You Construct a Mine
You research Military 1, but don't yet get the Barracks constructed.
You research Commerce 1, and construct a Market.
A Merchant is actively being Trained.
You wind up not having the resources to research Civic 1, or subsequently build a new city.

Spoiler: Cuzco (click to show/hide)

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

You cannot construct new farms until you build a new city.
You order Citizens to be trained on repeat.
You research Commerce 1, construct a Market, and train a Merchant.
Your Merchant is on route to the Silk.
You research Civic 1, and begin building a second City near the Papyrus.
You are half-way through researching Science 1.

You fail to obtain the resources to research Military 1, or to build the subsequent Barracks, and train the subsequent troops.

Spoiler: Seoul (click to show/hide)

Spoiler: New Site (click to show/hide)

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

You sign an Alliance with Cyan!

You train 4 Citizens.
You prioritize building construction over resource gathering.
You construct a Mine before anyone else can.
You research Science 1.
You research Military 1
Your Barracks is half-way constructed.

You fail to obtain the resources to research Civic 1, or to build the subsequent City.

Spoiler: Berlin (click to show/hide)

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

You order Citizens to be trained on repeat.
You research Commerce 1, construct a Market, and train a Merchant.
Your Merchant is on route to the Furs.
You research Military 1, construct a Barracks, and train 1 squad of Heavy Infantry before running out of resources for more.

Spoiler: Delhi (click to show/hide)

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

Time: 01:00
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Oh look, I have a steam account.
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

highmax28

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Re: Rise of Nations: 1 Minute of Real Time: Forum Edition
« Reply #140 on: January 07, 2015, 01:46:24 am »

Research Commerce! Anyone object to that? Also, I think we better send a scout out to look around us.
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mastahcheese

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Re: Rise of Nations: 1 Minute of Real Time: Forum Edition
« Reply #141 on: January 07, 2015, 01:48:10 am »

Research Commerce! Anyone object to that? Also, I think we better send a scout out to look around us.
The map is revealed, everyone can see everything.
You can open other people's spoilers in this game.
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Oh look, I have a steam account.
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

Lukeinator

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Re: Rise of Nations: 1 Minute of Real Time: Forum Edition
« Reply #142 on: January 07, 2015, 07:23:43 am »

Alliance with purple!
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flabort

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Re: Rise of Nations: 1 Minute of Real Time: Forum Edition
« Reply #143 on: January 07, 2015, 09:18:14 am »

Cyan Team
wants to know if that was a typo; saying we researched military 1 and commerce 1, but then displaying commerce 1 and civic 1 in the spoiler.

If it's not an error, Found a new city by the dyes.
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The Cyan Menace

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

mastahcheese

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Re: Rise of Nations: 1 Minute of Real Time: Forum Edition
« Reply #144 on: January 07, 2015, 09:40:43 am »

Cyan Team
wants to know if that was a typo; saying we researched military 1 and commerce 1, but then displaying commerce 1 and civic 1 in the spoiler.

If it's not an error, Found a new city by the dyes.
Well crap, I messed something up.
Luckily, I have it so it shows your tech levels at the top of the screenshot. :P
*Goes and checks that*
You have Civic 1 and Commerce 1. Sorry about that.
You can also see your resource levels, population usage, max cities, pretty much everything that I already put in the spoilers.
So if I mess up something, look at your screenshots, as those are not prone to human error.
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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

heydude6

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Re: Rise of Nations: 1 Minute of Real Time: Forum Edition
« Reply #145 on: January 07, 2015, 10:32:50 am »

If it's not an error, Found a new city by the dyes.
+1


build a barracks, start training at least 5 archers. Also when that merchant is done start placing him on that silver vein.
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Re: Rise of Nations: 1 Minute of Real Time: Forum Edition
« Reply #146 on: January 07, 2015, 01:59:07 pm »

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Coolrune206

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Re: Rise of Nations: 1 Minute of Real Time: Forum Edition
« Reply #147 on: January 07, 2015, 02:51:10 pm »

I don't believe we can train archers just yet, can we? Don't we need military 1 and an archery range first? Anywho, I suggest that we build the building necessary to make slingers, then make 10 slingers.
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mastahcheese

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Re: Rise of Nations: 1 Minute of Real Time: Forum Edition
« Reply #148 on: January 07, 2015, 02:57:15 pm »

Archers are just trained at a barracks, there's no archery range.
But yeah, you still need Military 1 and a barracks.
If you can make slingers, you can make archers.

EDIT: I'm not sure if Purple team realizes this or not, but their Elephants are not replacements for heavy cavalry, they are their own unit, and they don't require Military 7, just Military 1.
Honestly, you can get them as soon as you build a stables, and would help cope with your guys' lack of metal units.
« Last Edit: January 07, 2015, 03:00:19 pm by mastahcheese »
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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

Coolrune206

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Re: Rise of Nations: 1 Minute of Real Time: Forum Edition
« Reply #149 on: January 07, 2015, 02:58:53 pm »

Archers are just trained at a barracks, there's no archery range.
But yeah, you still need Military 1 and a barracks.
If you can make slingers, you can make archers.
Okay. It's just been a while since I've played Rise of Nations, and I've started playing AoE II again recently, so there are conflicting elements of the games in my head. Aaarrgghhh..
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