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Author Topic: Rise of Civilizations - Turn 33 Endgame, DF style!  (Read 29174 times)

CloisteredSyrups

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Re: Rise of Civilizations - Turn 28. There is no turn 27.
« Reply #360 on: April 13, 2009, 01:43:38 am »

Promote Cloisteredsyrups to cheifish advisor of the zefies.

Smash the ant colonies. Whichever is closest.

I humbly advise striking Ant Colony 1, to continue the work of the lesser beings our trusted companions, but with the full might of the Zefies military machine.
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Strife26

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Re: Rise of Civilizations - Turn 28. There is no turn 27.
« Reply #361 on: April 13, 2009, 10:35:49 pm »

Crush ant colony one beneath the turtles!
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Frelock

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Re: Rise of Civilizations - Turn 28. There is no turn 27.
« Reply #362 on: April 16, 2009, 10:56:46 am »


 ____                                   ____
|    \    |      |   | \          /|   |    \
|     |   |      |   |  \        / |   |     |
|    /    |      |   |   \      /  |   |    /
|----     |      |   |    \    /   |   |----
|    \    |      |   |     \  /    |   |
|     |   |      |   |      \/     |   |
|____/    |______|   |             |   |          Please?
« Last Edit: April 16, 2009, 11:08:59 am by Frelock »
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Nirur Torir

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Re: Rise of Civilizations - Turn 28. There is no turn 27.
« Reply #363 on: April 16, 2009, 09:12:29 pm »

Turn 29. I’m sorry to say that this will be my last turn with this game. I just can’t seem to motivate myself to do it anymore. Frelock, you may takeover GMing if you still want to do so. You seem to already know how to GM, but if you need any help, I’ll try to help. (I had an idea to help balance it: each racial bonus gained from getting a "good success" might add a modifier to the roll needed. Currently the base is a 4, so it would go up to 6 for the Rodinians. Take the idea or not, it doesn’t matter to me anymore). There shouldn’t be a conflict of interests with a GM controlling a faction – I did it a few times.


(Whatever you did to the dice to make them hate you so, I don’t want to know)
Warboss Org’s Boyz – | Da Orks discover Blood Bronze. By putting the blood of fallen Orks into their bronze, it’ll be more Orky. They begin replacing all choppas with the new alloy.

Economy – 6.7 + 0.1(ACT) = 6.8
Technology –6
Military – 7 – 3(+1/turn)
Population – 5.6 + 0.2(MRL) = 5.8
Infrastructure – 6
Morale – 6


Emperor_Jonathan’s Zaniah – | Propaganda posters are spread around the city. The government funded artist group misunderstands, and coins the slogan: “The Zaniah military wants to train against you with our enemies.” Several groups of citizens flee the city in fear thanks to the misunderstanding. The glider-scouts find a massive column of ants heading east.

Economy – 9
Technology – 7
Military – 13
Population – 7.5 – 1(ACT) = 6.5
Infrastructure – 8
Morale – (5)6 -1(+1/turn)=5


Frelock’s Raiders of Rodinia – | The Rodinians create a “market” where “stocks” are sold. Their economy will now grow on its own as long as the economic strength is less then their population.

Economy – 8.9 + 0.1(Rounding) + 0.1(Stock Market) + 1.5(ACT) = 10.6
Technology – 7
Military – 10 – 1(+1/turn)
Population – 10.9 + 0.4(MRL) = 11.3
Infrastructure – 11
Morale – 6 – 1(INF) = 5
Bonus: +0.25 on defense
Bonus: +1% population growth
Bonus: +0.1 economy per turn if (POP > ECON)


Navian’s Bronze Colossi – | The Colossi rebuild their city above their current city. A few of the Colossi name the old layer Ankh-Morpork, much to the confusion of the remaining Colossi.

Economy – 6
Technology – 5
Military – 9.6 + 0.1(Rounding) + 1(ACT) = 10.7 – 2(+1/turn)
Population – 7.8 + 0.5(MRL) = 8.3
Infrastructure – 8.9 + 0.1(Rounding) = 9
Morale – 7 – 1(INF) = 6
Bonus: +0.25 when attacking


Shoruke’s Starforgers – | The Starforgers accidentally stumble upon the dark arts of summoning. They are taken by surprise, and fail to control the entities they summon. After a brief struggle against the military, the otherworldy beings escape somewhere into the world. Hopefully they won’t be able to survive for long on this planet. They then scry on the ant colonies, but find nothing.

Economy- 5.7 + 0.1(Rounding) = 5.8
Tech- 5
Military- 6.8 + 0.1(Rounding) = 6.9 – 2(+1/turn)
Pop- 3.8 + 0.2(MRL) = 4
Infastructure – 5
Morale – 7 – 1(INF) = 6


R1ck’s Basinians – | The Basinians hatch the larva. There is a queen, a few workers, and a bunch of soldier ants. The ants are strangely loyal, and the generals suspect that giant ant cavalry will be highly useful in future conflicts.
(No rounding bonus is given if there is no decimal, but 8 + 0.1 = 7.9 was a slight addition error.)

Economy – 5
Technology – 5
Military – 8.1 + 0.1(Draft) + 0.1(Rounding) + 1.5(ACT) = 9.7
Population – 4.7 + 0.7(MRL) – 0.1(Draft) = 5.3
Infrastructure – 6
Morale – (10)7 + 2(-1/turn)-1(INF) = 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 back on.


Strife26’s Zefies - | The Zefies attack the ants! They find abandoned ant mounds. Exploration of the tunnel yields a small mythril vein! It is quickly annexed.

Economy – 6
Technology – 8
Military – 12.5 + 0.1(Rounding) + 1(ACT) = 13.6
Population – 7.5 + 0.7MRL) = 8.2
Infrastructure – 9
Morale – (8)7


Sombre Chapaeu – | You put runes of air and water on your axe.

Spoiler: Inventory (click to show/hide)
Spoiler: Status (click to show/hide)
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Strife26

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Re: Rise of Civilizations - Turn 29. Where'd they all go?
« Reply #364 on: April 16, 2009, 10:29:03 pm »

Well . . . Not much for me to do now, is there?
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Emperor_Jonathan

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Re: Rise of Civilizations - Turn 29. Where'd they all go?
« Reply #365 on: April 16, 2009, 11:21:13 pm »

I hit that column of ants with all the military I can muster!
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Frelock

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Re: Rise of Civilizations - Turn 29. Where'd they all go?
« Reply #366 on: April 17, 2009, 12:17:41 am »

Well then, time for my first experience truly GM'ing a game.  Nirur, if you want to create a civilization to play along and update the title as necessary, the Rodinians would be happy to form a colony under your wise guidance.

Alright everybody.  Lights!  Camera!  ACTIONS!!!!

By the way, Emperor, in case you didn't get the hint, the ants are gone.  Completely.  Never to return (unless I'm feeling particularly sadistic).
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Emperor_Jonathan

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Re: Rise of Civilizations - Turn 29. Where'd they all go?
« Reply #367 on: April 17, 2009, 12:22:37 am »

Oh NOE!

Find out as much as we can from what the ants left behind.
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CloisteredSyrups

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Re: Rise of Civilizations - Turn 29. Where'd they all go?
« Reply #368 on: April 17, 2009, 12:52:03 am »

I advise better infrastructure for the Zefies, chiefly the development of a Zefies-controlled mine at the site of mithril!

But, listen to my inanity at your own risk.
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Navian

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Re: Rise of Civilizations - Turn 29. Where'd they all go?
« Reply #369 on: April 17, 2009, 01:14:48 am »

Er... Don't wait up for me. I'm out of ideas.
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Shoruke

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Re: Rise of Civilizations - Turn 29. Where'd they all go?
« Reply #370 on: April 17, 2009, 12:07:52 pm »

The Starforgers attempt to use magic to find valuable metals beneath the surface. If we find any, we should put some effort into making them magical and awesome (thinking of names like Celestial Steel here).
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R1ck

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Re: Rise of Civilizations - Turn 29. Where'd they all go?
« Reply #371 on: April 17, 2009, 12:20:50 pm »

It's good to see that this game will continue on, hopefully the GM change won't have an adverse effect.

I will turn off the draft this turn, and I will also try to improve my technology by creating massive, single-story libraries in all my cities. I will also declare that reading two books a week is now required of all citizens. They will become smarter, or be punished. 
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Org

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Re: Rise of Civilizations - Turn 29. Where'd they all go?
« Reply #372 on: April 17, 2009, 05:02:42 pm »

Da Boss kallz foar som moar TEEF!
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SombreChapaeu

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Re: Rise of Civilizations - Turn 29. Where'd they all go?
« Reply #373 on: April 17, 2009, 05:24:48 pm »

alright... well


I work feverishly and add the runes of fire and earth to my axe, I really want the ELEMENTAL AXE!
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Nirur Torir

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Re: Rise of Civilizations - Turn 29. Where'd they all go?
« Reply #374 on: April 17, 2009, 06:19:41 pm »

Thanks for offering me a spot, but I'll decline it. After GMing it for a while I don't really feel like playing yet another civilization, and I'm sure that one less player will make the turns come slightly faster.

For anyone who wondered about the insects:

Ant Colony 1(FORAGERS) – Their destruction would have slowly starved the other hives until they were replaced. Not the best idea for a colony, but I wasn't sure what else to make, and only two colonies seems a bit strange.

Economy – 7
Technology – 4
Military – 5
Population – 4
Infrastructure – 3
Morale – 7


Ant Colony 2(Army) – Their destruction would have made the other colonies nearly helpless until replaced.

Economy – 4
Technology – 4
Military – 3
Population – 5
Infrastructure – 8
Morale – 7

 
Ant Colony 3(HIVE) – The main hive, with most of the queens. Their destruction would have stopped the reinforcement of other colonies and slowly reduced their numbers until they were replaced.

Economy – 3
Technology – 6
Military – 8
Population – 3
Infrastructure – 3
Morale – 7

Since each colony had at least one queen, they would have eventually been able to re-create each other if left alone.

BEES! –

Economy – 6
Technology – 4
Military – 9
Population – 5
Infrastructure – 3
Morale – 7
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