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Author Topic: Rise of Civilizations - Turn 33 Endgame, DF style!  (Read 30297 times)

Strife26

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Re: Rise of Civilizations - Turn 17
« Reply #210 on: March 10, 2009, 09:09:10 pm »

And the zefie armies crush it, right? I've had no problem crushing demons with little more than six trained and armed soldiers, and the zefies can field much more than that, so Yay! Let's keep the turn.
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Org

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Re: Rise of Civilizations - Turn 17
« Reply #211 on: March 11, 2009, 06:09:26 am »

I install those nukes into a massive choppa for me.


Of course I am joking, if I wasn't joking, everyone would have a hard time reading my post.
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Frelock

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Re: Rise of Civilizations - Turn 17
« Reply #212 on: March 11, 2009, 11:19:52 am »

R1ck - I Googled "Rodinia," instead of "Raiders of Rodinia."

Ah, I just tried that, and it appears that's a very common name...

I might be gone for the next three days, so no matter what happens, the Raiders of Rodinia will try to improve their knowlege of chemistry, especially in the field of explosives.
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Shoruke

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Re: Rise of Civilizations - Turn 17
« Reply #213 on: March 11, 2009, 07:30:08 pm »

It absorbs all our magic? Cheap  :( but at least we aren't dead like the Orkz

Spoiler (click to show/hide)
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Nirur Torir

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Re: Rise of Civilizations - Turn 17
« Reply #214 on: March 11, 2009, 10:06:13 pm »

Turn 18. Bad news: The only civilization to survive the Orkish nukes would be the Zefies, so I guess I’ll have to reroll that turn completely. Sorry for any inconvenience caused.


INFrastructure takes ECONomy and POPulation.
MILitary takes POPulation and ECONomy.
ECONomy takes INFrastructure and POPulation.
Tech takes some of everything.
MRL(morale) only takes tech, and is inversely affected by morale.
ATTACK! – Mil + ½TECH / ¾Mil + ½TECH + ¼INF
Explore – only takes morale.
-5 < -3 = Bad Failure, -1
-3 < -2 = Failure, larger temp penalty
-2 < -1 = Slight Failure, small temp penalty
-1 < 0 = Mild Failure, wasted turn
0 < 1 = Mild Success, +1, random temp -
1 < 2 = Slight Success, +1
2 < 3 = Success, +1, random temp +
3 < 5 = Good Success, +1.5
6 < ? = Great Success, +1.5, lesser racial bonus


Warboss Org’s Boyz – | The head thinky-boy invents a strange little contraption. He’s not entirely sure what it is, and neither are you, but it sure is nice.

Economy – 4
Technology – 4 + 1 = 5
Military – 6
Population – 3.6 + 0.3(MRL) = 3.9
Infrastructure – 5
Morale – (8)7


Navian’s Bronze Colossi – | The Colossi spend more time shopping at the mall. Some blame it on greater confidence in the economy. Others blame it on a new, mind-altering substance now found in their drinking water. Whatever the cause, the Colossi economy is now stronger. Spending money at malls does that sort of thing. (My knowledge of how economies works is unsurpassed. I have my 12th grade economics teacher to thank for it.)

Economy – 4 + 1.5 = 5.5
Technology – 4
Military – 4
Population – 4.2 + 0.3(MRL) = 4.5
Infrastructure – 6.5 + 0.1(Rounding) = 6.6
Morale – 7


Strife26’s Zefies - | The Zefies learn that by removing a certain impurity in their iron ore, their steel is lighter and more flexable.

Economy – 6
Technology – 6
Military – 6 + 1 = 7
Population – 4 + 0.4(MRL) = 4.4
Infrastructure – 6.6 + 0.1(ACT) = 6.7
Morale – (8)6 + 2(Act, temp, -1/turn) = 8


Shade’s Zaniah – | Certain Zaniah thrill seekers jump off the plateau with hang-gliders. Military command takes note of this, and recruits a corps of hang glider troops.

Economy – 7.6 + 0.1(Rounding) = 7.7
Technology – 5
Military – = 5.9 + 0.1(Rounding) + 1.5 = 7.5
Population – 6 + 0.4(MRL) = 6.4
Infrastructure –8
Morale – 7


R1ck’s Basinians – | The Basinians institute a draft. Citizens don’t seem to mind this at all, for some strange reason.

Economy – 4.9 + 0.1(Rounding) = 5
Technology – 4
Military – 2.9 + 0.1(Rounding) + 1.5(ACT) + 0.1(Draft) = 4.6
Population – 2.9 + 0.2(MRL) – 0.1(Draft) = 3
Infrastructure – 5
Morale – 7
Bonus: Draft (ON). May convert 0.1 pop/turn into 0.1 MIL/turn as a free action.


Shoruke’s Starforgers – | The Starforgers build new, taller dwellings to live in.

Economy- 3
Tech- 3
Military- 2
Pop- 1.5 + 0.1(MRL) = 1.6
Infastructure – 3 + 1 = 4
Morale – (8)6 + 1(INF)  = 7


Frelock’s Raiders of Rodinia – | The Rodinians build more temples. Lots of temples. Everybody gets a place to worship. Yes, everybody is happier if they have a temple nearby.

Economy – = 6.9 + 0.1(Rounding) = 7
Technology – 5
Military – 7
Population – 6
Infrastructure – 6 + 1 = 7
Morale – 5 + 1.5(INF) = 6.5
Bonus: +0.25 on defense


The Dead – | You try to dig horizontally into the lava, but stop when you realize that you’d be instantly killed.|
(I don’t usually re-roll, but I re-rolled that 1. It gave you a second one, and then I remembered your +1 while I was trying to figure out any way to give a second roll that might let you survive being sprayed with magma.)

Spoiler: Inventory (click to show/hide)
Spoiler: Status (click to show/hide)
« Last Edit: March 13, 2009, 08:41:25 pm by Nirur Torir »
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R1ck

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Re: Rise of Civilizations - Turn 18
« Reply #215 on: March 11, 2009, 11:21:02 pm »

So my draft bonus is a happy-fun-time bonus? I will use it this turn, and I will use my strengthened military to attack weak tribes in my region, and assimilate them into Basinian society.  
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Strife26

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Re: Rise of Civilizations - Turn 18
« Reply #216 on: March 11, 2009, 11:29:35 pm »

The zefies spend some time improving their culture. By which I mean inventing classical rock music (something like One Winged Angel for a guide) and just party for a while, making everyone happy.
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Shades

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Re: Rise of Civilizations - Turn 18
« Reply #217 on: March 12, 2009, 05:10:22 am »

Start the engineers working on stronger, faster, better versions of this hang-glider thingy. Eventually I want to be able to use them to ship tourists long distances in the care of attractive uniformed workers, with ample supplies of free drink and bad food. If we can developed long range or high payload models then they could be very useful.

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SombreChapaeu

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Re: Rise of Civilizations - Turn 18
« Reply #218 on: March 12, 2009, 01:49:30 pm »

I check to see if I was drunk, because I was digging a vertical shaft last I checked. anyways I dig down into the magma from above this time.
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Shoruke

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Re: Rise of Civilizations - Turn 18
« Reply #219 on: March 12, 2009, 02:51:56 pm »

With more efficient living designations, we have open space to build stuff in. So we'll build some malls, because they seem to work for the colossi.
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Org

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Re: Rise of Civilizations - Turn 18
« Reply #220 on: March 12, 2009, 03:49:01 pm »

Da boss kallz foar da wayz ta mellt metulz!
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Navian

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Re: Rise of Civilizations - Turn 18
« Reply #221 on: March 13, 2009, 03:32:50 am »

Hooray for economies! It's time to build up some heavier machinery to keep that thing running behind the scenes! Big city industry, time, cue some Colossal industrial music!
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Frelock

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Re: Rise of Civilizations - Turn 18
« Reply #222 on: March 13, 2009, 02:48:42 pm »

I'll stick with the explosives action, but a quick question: doesn't a good success give +1.5? (sorry for being picky, I wouldn't have noticed it if you hadn't posted the numbers right above)
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Nirur Torir

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Re: Rise of Civilizations - Turn 18
« Reply #223 on: March 13, 2009, 03:27:15 pm »

Uhh...<waves hand like a Jedi> Nobody was sloppy, and left their own randomly copy-pasted notes at the top. Nobody was tired enough when writing the turn that they forgot a 0.5. Nobody was too busy procrastinating to keep posting turns daily.
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Shoruke

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Re: Rise of Civilizations - Turn 18
« Reply #224 on: March 13, 2009, 03:54:11 pm »

Definitely. Of COURSE nobody left their notes at the top of the post, and I definitely did not read them. Totally. I completely missed the now-edited-out SHOULD BE DELETED BEFORE POSTING spoiler, too.
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