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Author Topic: Rise of Civilizations - Turn 33 Endgame, DF style!  (Read 29199 times)

Shades

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Re: Rise of Civilizations - Turn 10
« Reply #105 on: February 25, 2009, 03:50:59 am »

We need to expand, and to start with we'll build a village on the edge of the plateau, approximately above where the other village is / the cave exits.
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Emperor_Jonathan

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Re: Rise of Civilizations - Turn 10
« Reply #106 on: February 25, 2009, 03:59:31 am »

Emperor, the difference between my request and yours is that I am an offshoot of a currently existing civilization. You are asking to take the place of the first entire civilization to fall (or whose forumgoer disappears).

At least, that's how I understand it. You could probably get in sooner by asking someone to give you some settlers.
Yeah I missed the whole conversation on the 'child' civ that was your request. Told ya I was missing something.
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Nirur Torir

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Re: Rise of Civilizations - Turn 10
« Reply #107 on: February 25, 2009, 08:21:47 am »

Emperor_Jonathan - What Shoruke said. You're mainly in the fill-in slot in case somebody disappears suddenly, at which point you will get a PM asking you to take their action.
Hmm, I think I'll give people 3 turns if they leave no warning before you become the new leader of their nation, rather then just a temporary leader.

Org/Strife26: Alliances are a free action, since they don't actually do anything. Sharing tech levels requires an alliance and a turn (1 person's turn; the person who is behind). Naturally, the civ leading in tech will need to specifically agree to it.
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Navian

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Re: Rise of Civilizations - Turn 10
« Reply #108 on: February 25, 2009, 12:19:26 pm »

The Bronze Colossi, mildly dissatisfied with their parade gear, finally cave in and start researching metallurgy to find shinier, prettier, harder, and/or stronger alloys of a varied nature with which to spruce things up.
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Strife26

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Re: Rise of Civilizations - Turn 10
« Reply #109 on: February 25, 2009, 05:00:30 pm »

I send a deteachment of troops to the Ork capital anyway. Not many, call it two light troops, two meduim hopilites, four of the heavy profesionals. Along with a warrior-diplomat and his page. I figure that it's good to spread out.
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Shoruke

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Re: Rise of Civilizations - Turn 10
« Reply #110 on: February 25, 2009, 07:25:04 pm »

deteachment

Because obviously the Orkz are already too smart and need to be de-teached...

Sorry, I just had to.
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The Unforgotten Beast, Shoruke, has come! A pale-skinned human. It has heterochromatic eyes and moves in an unpredictable manner. Beware its rapier wit!

Org

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Re: Rise of Civilizations - Turn 10
« Reply #111 on: February 25, 2009, 07:25:59 pm »

Git da choppaz!
Tis humie needz a lezzon!


Im JOKING!
« Last Edit: February 26, 2009, 07:54:46 pm by Org »
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Shoruke

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Re: Rise of Civilizations - Turn 10
« Reply #112 on: February 26, 2009, 07:54:17 pm »

So I'm guessing that I DO get a turn then?  8)
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The Unforgotten Beast, Shoruke, has come! A pale-skinned human. It has heterochromatic eyes and moves in an unpredictable manner. Beware its rapier wit!

SombreChapaeu

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Re: Rise of Civilizations - Turn 10
« Reply #113 on: February 27, 2009, 02:39:29 am »

I begin training, I also build a forge with my spare time and begin learning runecrafting.
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Nirur Torir

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Re: Rise of Civilizations - Turn 10
« Reply #114 on: February 27, 2009, 06:26:31 pm »

Turn 10. Sorry for the delay. I find it amusing that most/all of the forum game GMs on this forum seem to be procrastinators.


Warboss Org’s Boyz – | Warboss Org’z boyz create betta Choppas.

Economy – 4
Technology – 3
Military – 3 + 1.5 = 4.5(ACT)
Population – 4.6 + 0.2(MRL) = 4.8
Infrastructure – = 4
Morale – 4 + 2(ACT, Temp, lasts 1 more turn) = 6


Frelock’s Raiders of Rodinia – | The Rodinians celebrate their anachronistic fleet. They drink a vast amount of liquor. After realizing that they’ll have massive hangovers soon if they don’t stop drinking, their government suggests drink some more to ensure that they won’t feel the hangovers. The plan is well-received.

Economy – =  4
Technology – 4
Military – 3.5 + 0.1(Rounding) = 3.6
Population – 3.3 + 0.2(MRL) = 3.5
Infrastructure – 4
Morale – 6 + 3(-1/turn for 3 more turns) = 9


R1ck’s Basinians – | The disgruntled wizards leave.

Economy – 3.6 + 0.1(Rounding) – 2(Split) = 1.7
Technology – 2
Military – 2 – 1(Split) = 1
Population – 3.1 - 0.1(MRL) – 1(Split) = 2
Infrastructure – 4

Morale – 6 + 1(INF) = 7


Shoruke’s Starforgers – | Annoyed at being thrown out like unwanted wizards, the Starforgers begin working on improving their infrastructure.

Economy- 2
Tech- 2
Military- 1
Pop- 1
Infastructure – 0 + 1(ACT) = 1
Morale – 2 + 1(Return to normalcy) – 1(INF) = 2


Strife26’s Zefies - | The Zefie diplomatic warriors approach the Orks with the intention of allying them. After several skirmishes, an alliance is forged. The Zefies and Orks have a good time together. After a few hours, the Zefies withdraw from the bloody battlefield where the alliance was forged, and return home. Their citizens are delighted.

Economy – 3
Technology – 3
Military – 5.6 + 0.1(Rounding) = 5.7
Population – 3.2 + 0.1(MRL) = 3.3
Infrastructure – 4
Morale – 6 +2(TEMP, expires at 1/turn) = 8


Shade’s Zaniah – | The Zaniah construct a new village for their growing population to live in.

Economy – 3.8 + 0.1(Rounding) = 3.9
Technology – 3
Military – 3.7 + 0.1(Rounding) = 3.8
Population – 3.6 + 0.5(MRL) = 4.1
Infrastructure – 3.8 + 0.1(Rounding) + 1.5(ACT) = 5.4
Morale – 5 - 1(Next turn only) + 1(INF) = 5


Navian’s Bronze Colossi – | The colossi advance their knowledge of metallurgy. They learn that by combining their fingernail clippings with standard bronze, they get a super-shiny, super-flexible bronze alloy. They creatively name it Colossi Bronze.

Economy – 3
Technology – 2 + 1(ACT) = 3
Military – 2
Population – 2.6 + 0.2(MRL) = 2.8
Infrastructure – 4.6 + 0.1(Rounding) = 4.7
Morale – 6 + 2(temp, -1/turn for 2 more turns) = 8


The Dead – | You somehow manage to build a state-of-the-art forge in a matter of days. You then spend time learning the basics of how to enchant standard equipment with runes. (Basics learned; possible to succeed without a 5.)

Spoiler: Inventory (click to show/hide)
Spoiler: Status (click to show/hide)


Heretics of The Void – The Arch-Lich Kr’vnt casts a massive spell, and The Heretic civilization vanishes completely. Where have they gone?

Random Event! | – GM hit with a bout of procrastination.
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Org

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Re: Rise of Civilizations - Turn 11 has arrived
« Reply #115 on: February 27, 2009, 06:45:09 pm »

Da Boss yellz foar moar Mekz!
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Nirur Torir

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Re: Rise of Civilizations - Turn 11 has arrived
« Reply #116 on: February 27, 2009, 07:00:30 pm »

Da Boss yellz foar moar Mekz!
You're still in the Bronze Age. You can't.
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Org

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Re: Rise of Civilizations - Turn 11 has arrived
« Reply #117 on: February 27, 2009, 07:00:59 pm »

Da boss kallz foar bettur tek!
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Frelock

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Re: Rise of Civilizations - Turn 11 has arrived
« Reply #118 on: February 27, 2009, 07:10:45 pm »

The Raiders of Rodinia will spend this turn constructing a number of public baths in all major cities, to promote healthy living.
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R1ck

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Re: Rise of Civilizations - Turn 11 has arrived
« Reply #119 on: February 27, 2009, 07:21:35 pm »

I will revitalize the devastated economy by attempting to set up businesses related to magic such as fortune-tellers or item enchanters.

Also, why did I get -0.1 on population, even though my morale was 6? Is it somehow also related to the split?
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