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Author Topic: Rise of Civilizations - Turn 33 Endgame, DF style!  (Read 29191 times)

SombreChapaeu

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Re: Rise of Civilizations - Turn 23. When bees attack!
« Reply #300 on: March 23, 2009, 09:41:55 pm »

I take some rocks and the silver and transmute them into a much more powerful and more mystically receptive material, enough for body armor.
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Frelock

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Re: Rise of Civilizations - Turn 23. When bees attack!
« Reply #301 on: March 24, 2009, 01:09:12 am »

In order to improve their economy, the Raiders of Rodinia will adopt mercantilism as the basis for their new economic system.
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All generalizations are false....including this one.

Shades

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Re: Rise of Civilizations - Turn 23. When bees attack!
« Reply #302 on: March 24, 2009, 04:12:54 am »

We will locate that nest of evil bee things and find out all we can in preparation for an attack. Things that kill our people must die.
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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

Org

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Re: Rise of Civilizations - Turn 23. When bees attack!
« Reply #303 on: March 24, 2009, 05:50:07 am »

Da boss kallz foar moar thinky boyz!
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Navian

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Re: Rise of Civilizations - Turn 23. When bees attack!
« Reply #304 on: March 25, 2009, 11:21:20 am »

A group of Colossal artists and scholars look into new materials and designs for weapons and armour, as well as more exotic combat techniques, due to dissatisfaction with the lack of variety and colour in the cities' armories and the dull routines of the training soldiers.
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SombreChapaeu

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Re: Rise of Civilizations - Turn 23. When bees attack!
« Reply #305 on: March 26, 2009, 11:20:17 pm »

(BUMP)
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Nirur Torir

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Re: Rise of Civilizations - Turn 23. When bees attack!
« Reply #306 on: March 27, 2009, 07:07:53 pm »

Turn 24 is here, since somebody cared enough to bump the thread. The insects are designed to grow more quickly then the player-controlled civs; you might not want to draw out the battle for too long.


Strife26’s Zefies - | A small group of Zefie students invent the internal combustion engine to show up their know-it-all professor. Due to a mysterious accident, he was run over by a speedy vehicle shortly thereafter. Many citizens are scared of this development. The ants decrease morale as well.

Economy – 6
Technology – 7 + 1(ACT) = 8
Military – 9.5 + 0.1(ACT) = 9.6 – 2(+1/turn)
Population – 6.3 + 0.4(MRL) = 6.7
Infrastructure – 8.7 + 0.1(Rounding) = 8.8
Morale – 7 – 2(temp, +1/turn) = 5


Shoruke’s Starforgers – | The Starforgers practice scrying on Ant Colony 3. They develop a few new methods of divination, which may come in handy later. The ants in Colony 3 don’t seem very aggressive. Several ants are seen leaving the nest, and they do not return. A diplomatic envoy is sent to Basinia with the gift of an amulet.

Economy- 4
Tech- 3 + 1(ACT) = 4
Military- 4
Pop- 2.8 + 0.2(MRL) = 3
Infastructure – 5
Morale – 7 – 1(temp, +1/turn) = 6
Bonus: Able to gain basic information from one insect colony per turn.


R1ck’s Basinians – | The Basinians prepare for battle, enchanting their weapons and armor.

Economy – 5
Technology – 5
Military – 5.4 + 0.1(Draft) + 0.1(Rounding) + 1(ACT) = 6.6 – 1(temp, +1/turn)
Population – 5.1 + 0.3(MRL) – 0.1(Draft) = 5.3
Infrastructure – 6
Morale – (7)6
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.


Frelock’s Raiders of Rodinia – | The Rodinians become a mercantilist trading state. They quite successfully dominate trade in the known world completely.

Economy – 7 + 1.5 = 8.499999999999999999999999999999999
Technology – 7
Military – 7
Population – 8.7 +0.1(MRL) = 8.8
Infrastructure – 11
Morale – (5)7 – 1(temp, +1/turn) = 6
Bonus: +0.25 on defense
Bonus: +1% population growth


Shade’s Zaniah – | The Zaniah generals discuss effective tactics against giant bees. They decide to import some magical amulets of gravity from the Starforgers. One person on each glider will wear an amulet, and be able to magically force bees to the ground, where they will be easily beaten. They could also slow down a land-based army greatly, giving the Zaniah troops more time to move into position. One glider-scout then manages to locate the nest of giant bees. They seemed intent on building a nest, and didn’t notice the glider-scouts.

Economy – 9
Technology – 6
Military – = 10
Population – 6.9 + 0.4(MRL) – 1(Enemy attack) = 7.3
Infrastructure –8
Morale – 7
Bonus: Able to gain basic information from one insect colony per turn.


Warboss Org’s Boyz – | The Orks try to find new thinky-boyz, but the ones they find only manage to invent an axe. Choppas are better then axes, and the thinky-boyz will have trouble thinking up new things without heads.

Economy – 5
Technology –5
Military – 6
Population – 4.6 + 0.3(MRL) = 4.8999999999999999999999999999999999
Infrastructure – 6
Morale – (7)6


Navian’s Bronze Colossi – | The Colossi create new types of weapons designed to intimidate their foes. Combined with  different squads having completely different fighting styles, the enemies will never know quite what to expect, and often caught off guard. The new, colorful uniforms should help distract the enemy even more.

Economy – 6
Technology – 5
Military – 6.6 + 0.1(Rounding) = 6.7
Population – 6.1 + 0.5(MRL) = 6.6
Infrastructure – 8.5 + 0.1(Rounding) = 8.6
Morale – 8 – 1(INF) = 7


The Dead – | You mix your silver, some rocks, and your shovel into a large amount of Mythril.

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


Random Event!
Haiku?
Insects approach now
Today Death comes for us all
Soon now we shall sleep

Ant Colony 1 – Weak?

Ant Colony 2 – Strong? - | The ants attack the Zefies!
The Zefies saw the ants coming from some distance away, since the ants attacked during the day!
The swarm of ants run into a wall of well armed Zefies!
The battle is intense, and both sides sustain casualties!
The ants fall back, perhaps to look for easier targets.

Ant Colony 3 – Explorers?

BEES – Building a nest
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SombreChapaeu

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Re: Rise of Civilizations - Turn 24.
« Reply #307 on: March 27, 2009, 07:20:46 pm »

I make a mythril breastplate and inscribe it with runes of protection and deflection.
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Strife26

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Re: Rise of Civilizations - Turn 24.
« Reply #308 on: March 27, 2009, 07:37:37 pm »

Find and destroy ant colony 2. Burn anything that remains.
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Shoruke

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Re: Rise of Civilizations - Turn 24.
« Reply #309 on: March 27, 2009, 07:56:07 pm »

I am interpreting 'bonus' to mean that I can do it in addition to my normal action.

The Starforgers research elemental combat magic, to enhance our ability to fight ants. We use our scrying ability on Ant Colony 3.
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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 24.
« Reply #310 on: March 27, 2009, 09:07:20 pm »

Da Boss kallz foar majickz!
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Frelock

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Re: Rise of Civilizations - Turn 24.
« Reply #311 on: March 27, 2009, 10:26:41 pm »

Frelock’s Raiders of Rodinia –

Economy – 7 + 1.5 = 8.499999999999999999999999999999999

Are you trying to throw off my math?

The Raiders of Rodinia attempt to improve their military's offensive capabilities, by building a fleet of small, light ships suitable for hit-and-run attacks.
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R1ck

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Re: Rise of Civilizations - Turn 24.
« Reply #312 on: March 27, 2009, 11:41:13 pm »

Now the Basinian Army will overrun Ant colony one, any worker ants taken alive will be used as slaves, while any warriors taken alive will be forced to fight each other to the death in arenas. As for the queen, she will be turned into a new throne for myself. Soon the ants will be crushed...well like normal ants.
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Shades

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Re: Rise of Civilizations - Turn 24.
« Reply #313 on: March 28, 2009, 09:06:28 am »

Kill the bees, kill them all.
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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

SombreChapaeu

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Re: Rise of Civilizations - Turn 24.
« Reply #314 on: March 29, 2009, 02:53:09 am »

(Incidently I'll join in once I forge a weapon of power.)
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