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Author Topic: Rise of Civilizations - Turn 33 Endgame, DF style!  (Read 29204 times)

Shoruke

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Re: Rise of Civilizations - Turn 20. The Zefies are bored!
« Reply #255 on: March 16, 2009, 03:32:18 pm »

The Starforgers will improve their infrastructure by setting up a magical irrigation system. Probably by telekinetically shifting the ground to make the water come to us naturally (directed AWAY from the city to prevent flooding).
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Navian

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Re: Rise of Civilizations - Turn 20. The Zefies are bored!
« Reply #256 on: March 16, 2009, 06:41:01 pm »

The Collosi go over the mountains, to see what they can see. Or any other geographical barriers that provide a convenient impediment to overland travel. The city life isn't for everyone, after all.
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Strife26

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Re: Rise of Civilizations - Turn 20. The Zefies are bored!
« Reply #257 on: March 16, 2009, 06:55:35 pm »

Important Note: The zefies will declare war on anyone who starts an agressive war, provided they don't not go to war.
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Org

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Re: Rise of Civilizations - Turn 20. The Zefies are bored!
« Reply #258 on: March 16, 2009, 07:03:43 pm »

Da Boss kallz da Zefiez ta go ta war againzt da ota guyz!
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Shades

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Re: Rise of Civilizations - Turn 20. The Zefies are bored!
« Reply #259 on: March 17, 2009, 03:54:42 am »

Hehe, well someone had to start the combat as our GM was getting bored, and hey at least I picked the toughest target :)
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[Dwarf Fortress] plays like a dizzyingly complex hybrid of Dungeon Keeper and The Sims, if all your little people were manic-depressive alcoholics. - tv tropes
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Nirur Torir

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Re: Rise of Civilizations - Turn 21. The plot thickens
« Reply #260 on: March 17, 2009, 07:59:49 pm »

Turn 21. Sorry, I know I said people would die this turn, but I decided to give people a hint of what is to come first. Next turn.


Warboss Org’s Boyz – | The Orks enslave a village of grotz. The grotz get a great deal: Work on improving the war camp, or be used in a cruel sporting event instead of a ball.

Economy – 4
Technology –5
Military – 7 + 1(Combat) = 8 – 3(temp, +1/turn)
Population – 4.2 + 0.3(MRL) = 4.5
Infrastructure – 5 + 1(ACT) = 6
Morale – (7)6 – 1(temp, +1/turn) = 5


R1ck’s Basinians – | The Basinian inventors discover physics. Surely, many good things will come from knowing about motion, gravity, inertia, and vectors. People are happier knowing exactly why flight is completely impossible for a humanoid to achieve.

Economy – 5
Technology – 4 + 1(ACT) = 5
Military – 5 + 0.1(Draft) = 5.1
Population – 4.4 + 0.3(MRL) – 0.1(Draft) + 1(ACT) = 4.6
Infrastructure – 6
Morale – 7 + 2(temp, -1/turn) – 1(temp, +1/turn) = 8
Bonus: Draft (ON). May convert 0.1 pop/turn into 0.1 MIL/turn as a free action. It will remain in the current state until turned off.


Strife26’s Zefies - | The Zefies enjoy relative peace and stability, but don’t feel any happier for it.

Economy – 6
Technology – 6 + 1 = 7
Military – 7
Population – 5.2 + 0.5(MRL) = 5.7
Infrastructure – 8.4 + 0.1(Rounding) = 8.5
Morale – 8 – 1(INF) – 1(temp, +1/turn) = 6


Frelock’s Raiders of Rodinia – | The Rodinians build sewers in each of their cities. The improved sanitation improves population growth rates by 1% (Standard rate is 3%/morale).

Economy – 7
Technology – 6
Military – 7
Population – 6.4 +0.8(MRL) = 7.2
Infrastructure – 7.7 + 0.1(Rounding) + 1.5(ACT) = 9.3
Morale – (9)6 + 2(Temp, -1/turn) + 1(INF) – 1(temp, +1/turn) = 8
Bonus: +0.25 on defense
Bonus: +1% population growth


Shade’s Zaniah – | The Zaniah attack the Orks!
The Orks spot the glider-scouts, and charge them! (Despite the scouts being in the air. Orks aren’t too bright.)
The scouts fail to glean any useful information, as the squiggoths are easily detectable, and the Orks don’t actually have any strategy or tactics.
The Zaniah elite troops fight bravely and well, and seem to be winning!
The Orks unleash their mighty Squiggoths!
Several squads of Zaniah troops are routed, and the casualties are high on both sides!
After a grueling battle, the Orks are forced to retreat. (Yes, I know Orks don’t retreat.)
Both sides gain combat experience, but will take time to rebuild their forces.
Several Grotz(Goblin-esque creatures who do Orkish menial chores) are captured. What will you do with them? (0.5 units)

Economy – 7.9 + 0.1(Rounding) = 8
Technology –6
Military – = 8.7 + 0.1(Rounding) + 1(ACT) = 9.8 – 3(temp, +1/turn)
Population – 7.2
Infrastructure –8   
Morale – (5)6 – 1(temp, +1/turn) = 5


Shoruke’s Starforgers – | The Starforgers figure out a way to irrigate their corps magically, increasing their food production.

Economy- 4
Tech- 3
Military- 2
Pop- 2.4 + 0.1(MRL) = 2.5
Infastructure – 4 + 1(ACT) = 5
Morale – 7 – 1(temp, +1/turn) = 6


Navian’s Bronze Colossi – | Several Colossi volunteer to go exploring. They climb a mountain to the south of all known civilizations, but the only interesting thing they see is a tower, far in the distance.

Economy – 5.7  + 0.1(Rounding) = 5.8
Technology – 5
Military – 4
Population – 4.9 + 0.4(MRL) = 5.3
Infrastructure – 8.2 + 0.1(Rounding) = 8.3
Morale – 8 – 1(temp, +1/turn) = 7


The Dead – | You find a small quantity of impure silver ore, roughly enough for one weapon or piece of armor.

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


Not-So Random Event!
The strange rumblings underneath Basina grow worse by the day. Several unconfirmed rumors of giant insects appear. Contact is lost with a few small border villages. The Starforgers try to use divination to determine what is going on, but any wizard who tries runs off screaming, never to return.
« Last Edit: March 17, 2009, 08:01:29 pm by Nirur Torir »
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Org

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Re: Rise of Civilizations - Turn 20. The Zefies are bored!
« Reply #261 on: March 17, 2009, 08:02:30 pm »

Da Boss Kallz foar som Squigz!
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R1ck

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Re: Rise of Civilizations - Turn 21. The plot thickens.
« Reply #262 on: March 17, 2009, 08:15:45 pm »

Oh noez! I declare a state of emergency; all but the miltary and those who support them will be evacuated to a nearby canyon. The military will explore the mysterious insects, and will fight to the last man if necessary.
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Org

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Re: Rise of Civilizations - Turn 21. The plot thickens.
« Reply #263 on: March 17, 2009, 08:18:08 pm »

Wait. Why did his economy go up?
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Nirur Torir

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Re: Rise of Civilizations - Turn 21. The plot thickens.
« Reply #264 on: March 17, 2009, 08:23:46 pm »

Wait. Why did his economy go up?
Whenever a stat is at a decimal (IE, 2.5), it goes up by 0.1 a turn. I've been doing it this way for most of the game. At the time I came up with it, I thought it would simplify things slightly. It didn't, but it somehow seems wrong to take that away at this point.
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SombreChapaeu

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Re: Rise of Civilizations - Turn 21. The plot thickens.
« Reply #265 on: March 17, 2009, 09:12:34 pm »

I forge a mystical silver helm of protection and earth for strength.
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Strife26

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Re: Rise of Civilizations - Turn 21. The plot thickens.
« Reply #266 on: March 17, 2009, 10:37:08 pm »

The zefies mobilize and declare war.
War production and training go into high gear, along with the creation of a Group for Public Info (to ensure public support).

The zefies shall march next turn.
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Shoruke

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Re: Rise of Civilizations - Turn 21. The plot thickens.
« Reply #267 on: March 17, 2009, 11:16:54 pm »

The Starforgers will put effort into researching scrying over distances both large and small. Hopefully, by doing this, we can solve the case of the fleeing wizards, and perhaps inform the Basinians what they're actually up against. It will also be useful in the future if we ever get into combat, to be able to see our opponents coming from a few hundred miles away.
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Frelock

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Re: Rise of Civilizations - Turn 21. The plot thickens.
« Reply #268 on: March 18, 2009, 01:50:56 am »

Great, with increased population growth rate, I need to keep up with infrastructure, or perish in a mire of horrible moral.

The Raiders of Rodinia will attempt to improve their technological capacity by researching simple machines and the reasons behind their workings.
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Shades

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Re: Rise of Civilizations - Turn 21. The plot thickens.
« Reply #269 on: March 18, 2009, 05:06:55 am »

What do do with these Grotz, I guess see if they are smart enough to understand the ways of the True One under the guidance of our monks so they may join the people. If they can't do that, well, we always can use some slave labour.

As for the people we need new weapons, those Squiggoths where dangerous. See if the the engineers can come up with some ranged weaponry to take them down from a distance.
« Last Edit: March 18, 2009, 05:20:28 am by Shades »
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Its like playing god with sentient legos. - They Got Leader
[Dwarf Fortress] plays like a dizzyingly complex hybrid of Dungeon Keeper and The Sims, if all your little people were manic-depressive alcoholics. - tv tropes
You don't use science to show that you're right, you use science to become right. - xkcd
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