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Author Topic: Rise of Civilizations - Turn 33 Endgame, DF style!  (Read 30299 times)

SombreChapaeu

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Re: Rise of Civilizations - Turn 16 - Org is in peril.
« Reply #180 on: March 08, 2009, 06:17:33 am »

I think for a moment and devise a rune of detection, I then combine that with a rune of fire to create a seal of firefinding, which I use to aid my efforts to get magma.
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Shoruke

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Re: Rise of Civilizations - Turn 16 - Org is in peril.
« Reply #181 on: March 08, 2009, 10:03:12 am »

The Starforgers will research telekinesis (the art of moving stuff with your mind, or in this case, magic). Hopefully this technology upgrade will prove very useful in the future.

(and what happened to my extra 0.1 pop? It seems to have disappeared. I want them back  :()
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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!

Nirur Torir

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Re: Rise of Civilizations - Turn 16 - Org is in peril.
« Reply #182 on: March 08, 2009, 10:38:04 am »

Sorry about that. I first write the turn up with another program, then copy-paste it over, and forgot to fix the population in the turn when I edited it. I'm not quite sure how I missed updating your population twice though.
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Shoruke

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Re: Rise of Civilizations - Turn 16 - Org is in peril.
« Reply #183 on: March 08, 2009, 11:36:14 am »

Well, I suppose I can overlook it since you gave me a pop gift. Actually, I wouldn't mind it much if you continue to miss it and give me a gift every turn or so  ;D
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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 16 - Org is in peril.
« Reply #184 on: March 08, 2009, 03:38:31 pm »

HA! NO ORK LEADER YOU ARE EMPEROR!
Da Boss kallz foar moar choppaz!

Sorry, there was an emergency...
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Nirur Torir

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Re: Rise of Civilizations - Turn 16
« Reply #185 on: March 08, 2009, 08:35:53 pm »

 Turn 16. I don’t have anything interesting to say in the header this time, my apologies go to anyone who wastes time reading it.

This turn’s rolls: 5, 5, 5, 4, 4, 3, 2, 1


R1ck’s Basinians – | The Basinians invent aqueducts. They build them to improve the flow of fresh water into their cities, and to help get dirty water out of their cities.

Economy – (3.7)4.7 + 0.1(Rounding) = 4.8
Technology – 3
Military – 2.7 + 0.1(Rounding) = 2.8
Population – 2.5 + 0.2(MRL) = 2.7
Infrastructure – 4 + 1(ACT) = 5
Morale – 7


Navian’s Bronze Colossi – | A well-respected member of the military comes to a startling conclusion: the only reason why they’re back to writing on rocks is clearly because of gnomes! The Colossi form a new branch of their military, dedicated solely to the hunting of gnomes and any who sympathize with their evil deeds.

Economy – 4
Technology – 4
Military – 3 + 1(ACT) = 4
Population – 3.9 + 0.2(MRL) = 4.1
Infrastructure – 5
Morale – 7 – 1(INF) = 6


Strife26’s Zefies - | Th Zfw lngsts drstcllw ltr thr lngg tw shrtn t. Bw rdcng th tm t tks tw sw r wrt nwthng, th Zfws wll bw bl t rspnd fstr tw chngs n thr envrnmnt, r jst gnrllw brnstrm dws mr esl.
(For those who don’t speak Condensed Zefie: The Zefie linguists drastically alter their language to shorten it. By reducing the time it takes to say or write anything, the Zefies will be able to respond faster to changes in their environment, or just generally brainstorm ideas more easily. Yes, I did just remove constants. Thank you, Shades, but when I tried to type like that, I just generally failed to copy him successfully, and gave up. I’ve spent long enough on this turn as it is.)

Economy – 5
Technology – 5 + 1 = 6
Military – 6
Population – 3.4 + 0.3(MRL) = 3.7
Infrastructure – 5 + 1.5(ACT) = 6.5
Morale – (7)6


Frelock’s Raiders of Rodinia – | The Rodinians find that if they light a fire and use it to melt water, the steam can be used to turn a wheel. This wheel, if attached to a rod, can be used to do various other tasks. They find that, with careful ingenuity, they can use this to turn a wheel in the back of the boat, making it move without sails or oars.
(Er … Saltpeter + Sulfur + Charcoal clearly make Rodinian Fire in this world. Were you slacking off in Rodinian Chemistry class or something? ;))

Economy – = 5.7 + 0.1(Rounding) = 5.8
Technology – 4 + 1 = 5
Military – 7
Population – 6
Infrastructure – 6
Morale – 5
Bonus: +0.25 on defense


Shade’s Zaniah – | The Zaniah use a specialize labor force to manually work mechanical pumps to move water up to the top of their new temple. This water then flows down marvelously, and any onlooker feels the grandeur of The True One.

Economy – 7.4 + 0.1(Rounding) = 7.5
Technology – 4
Military – = 5.7 + 0.1(Rounding) = 5.8
Population – 5.1 + 0.3(MRL) = 5.4
Infrastructure – 6.9 + 0.1(Rounding) + 1(ACT) = 8
Morale – 7 + 2(temp, -1/turn) = 9


Shoruke’s Starforgers – | The Starforgers learn how to magically move objects about. It takes more effort then moving the object physically, but it is useful when more then one person is moving one object. Strangely, dice games spike in popularity briefly, and then die out.
(Huh. I nearly forgot that pop boost again. I don’t forget anyone else’s (I think), I wonder why I have trouble with yours.)

Economy- 3
Tech- 2 + 1(TECH) = 3
Military- 2
Pop- 1.3 + 0.1(MRL) = 1.4
Infastructure – 3
Morale – 6


Warboss Org’s Boyz – | The Orks get even more Choppas. The Orks are glad to be preparing for war once more.

Economy – 4
Technology – 4
Military – 5 + 1(ACT) = 6
Population – 3.1 + 0.1(MRL) = 3.2
Infrastructure – 4
Morale – 6 + 2(temp, -1/turn) = 8


The Dead – | You craft a seal of fire & detection. It glows brightly, and you feel it leading you downwards at a 75 degree angle. After digging in that direction for a while, the tunnel gets very hot. | You stop digging.

Spoiler: Inventory (click to show/hide)
Spoiler: Status (click to show/hide)
« Last Edit: March 08, 2009, 09:13:13 pm by Nirur Torir »
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R1ck

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Re: Rise of Civilizations - Turn 17
« Reply #186 on: March 08, 2009, 08:59:55 pm »

Wait, how is a 1 and slight failure for me, but a slight success for Navian?

This turn, I will attempt to improve tech by directing my wise men to research basic biology and genetics. It will have applications in agriculture, medicine, and eugenics.
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BTEAMHOB-Year 10 - It's POI'd to the extreme

Nirur Torir

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Re: Rise of Civilizations - Turn 17
« Reply #187 on: March 08, 2009, 09:12:59 pm »

Warning: Turns are written over top of previous turns, to save on formatting time. Minor glitches may occur. Please disregard any stress caused by said glitches.
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Navian

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Re: Rise of Civilizations - Turn 17
« Reply #188 on: March 08, 2009, 09:51:49 pm »

The Colossi line their streets with posts topped with flammable materials in order to help all good citizens move around after dark with no fear of shadowy gnome attacks!
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Strife26

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Re: Rise of Civilizations - Turn 17
« Reply #189 on: March 08, 2009, 10:35:53 pm »

Th zfs wl fnd sm esly exprtble trde gd tht is prftble and nt mrly rpngnt.

The zefies will find some easily exportable trade good that is profitable and not morally repungent.


By order of zefie high comand, leading and trailing vowels wil stil be used. Partialy becuase there must be 26 leters total.
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Even the avatars expire eventually.

Frelock

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Re: Rise of Civilizations - Turn 17
« Reply #190 on: March 08, 2009, 11:42:59 pm »

Time to boost that morale.  The Raiders of Rodinia will begin sponsoring the arts en mass, thereby making Rodinia a center of culture, and the envy of all the world.
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All generalizations are false....including this one.

Shades

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Re: Rise of Civilizations - Turn 17
« Reply #191 on: March 09, 2009, 03:44:10 am »

Good work the engineers, but now we need to manually pump all these screw pumps which is a waste of labour, get them to invent a way of automating the process, harness the power of the wind.
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SombreChapaeu

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Re: Rise of Civilizations - Turn 17
« Reply #192 on: March 09, 2009, 08:02:16 am »

thinking, I back up out of the tunnel, and add a combined protective rune of fire and earth to my boots to help prevent firey injuries, and also rest up as I work out how to get to the earths blood below.
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Shoruke

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Re: Rise of Civilizations - Turn 17
« Reply #193 on: March 09, 2009, 03:51:05 pm »

The Starforgers have telekinesis! Citizens are encouraged to have as much (hopefully safe) fun with this as possible, in the form of, say, jumping off a cliff and having three or so people catch you telekinetically. Or tossing cats into the air and seeing how high they survive from. Or simply having cat-tossing competitions ("I bet I can magically toss this cat farther than you can!").

Fun!!!
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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 17
« Reply #194 on: March 09, 2009, 03:57:41 pm »

Da Boss kallz foar bettur 'ouzez an' 'utz!
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