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Author Topic: Rise of Civilizations - Turn 33 Endgame, DF style!  (Read 29170 times)

Shoruke

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Re: Rise of Civilizations - Turn 31
« Reply #390 on: April 27, 2009, 09:11:02 pm »

And in the USSR, the BEEES hunt You!

It's: In Soviet Russia, BEES hunt YOU!! You're supposed to do stuff like this properly, gosh.

Anyway, the Starforgers will redo the roads to make them... more easy to traverse... and stuff. The scryers will look for the thieves.
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Strife26

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Re: Rise of Civilizations - Turn 31
« Reply #391 on: April 27, 2009, 09:53:13 pm »

The zefies attempt to find the source of the ants, sending out scouts.
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SombreChapaeu

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Re: Rise of Civilizations - Turn 31
« Reply #392 on: April 28, 2009, 11:06:20 am »

I attempt to have a rune of air combined with that of repulsion scribe me,

since this is the United Scary Spooky Roots it reverses, allowing me to repell the air the BEEES use to fly.
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Emperor_Jonathan

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Re: Rise of Civilizations - Turn 31
« Reply #393 on: April 30, 2009, 12:19:49 am »

Attack the Warboss Orgs boyz.
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Frelock

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Re: Rise of Civilizations - Turn 31
« Reply #394 on: April 30, 2009, 03:34:25 pm »

Cloisteredsyrup and Org?
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Frelock

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Re: Rise of Civilizations - Turn 32 Endgame, DF style!
« Reply #395 on: May 06, 2009, 09:02:10 pm »

A quick rule change/clarification: a civilization is destroyed when it's population reaches 0.  Alternatively, an attack by an opposing force while the defender's military is zero (even temporarily) will result in destruction.

R1ck’s Basinians – | The Basanians begin to create a tourism industry, which flourishes.  Along with existing attractions, they also invent something they call an “amusement park” which features all kinds of rides, such as the aqueduct log ride, and the haunted theatre.  Beings come from all around, from all the known civilizations, to see this exciting and marvelous land.  Trade increases dramatically, as revenue from the amusement parks and other tourist locations increases dramatically.  Also, the other nations are quite enamored of you, and will find it very difficult to attack you.

Economy – 5 + 1.5(ACT) = 6.5
Technology – 6
Military – 9.9 + 0.1(Rounding) = 10
Population – 6.8 + 0.6(MRL) = 7.4
Infrastructure – 7.5 + 0.1(Rounding) = 7.6
Morale – 7 - 1(INF) = 6
Bonus: Draft (OFF). 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.
Bonus: Heavy Tourism : +1 to defense against any player civilization

Shoruke’s Starforgers – | The Starforgers begin construction of a new system of roadways.  The stones used in construction are fused with a newly discovered type of magic, so travelers have more stamina, and tire slower.  People can now traverse from place to place with ease.  Everyone is pleased with this new development.  The scryers try to find the thieves | but fail to do so.

Economy- 7 - 1(+1/turn)
Tech- 5
Military- 7 – 1(+1/turn)
Pop- 4.2 + 0.5(MRL) = 4.7
Infastructure – 5 + 1.5(ACT) = 6.5
Morale – 6 + 1(INF) = 7 + 2(-1/turn)

Strife26’s Zefies - | The zefies send out scouts in an attempt to find where the ants escaped to, but find nothing; the search proves completely futile.  The ants are gone, as if wiped off the face of the earth…

Economy – 7
Technology – 8
Military – 13.8 + 0.1(Rounding) = 13.9
Population – 9.2 + 0.3(MRL) = 9.5
Infrastructure – 10
Morale – 6
Bonus : Highways : May add a temporary .5 to ECON or MIL for any turn.  Use of bonus must be stated.

Emperor_Jonathan’s Zaniah – | The Zaniah, seeking new targets for their great military, attack the Orks!  Though the orks are a proud warrior race, the Zaniah prove to be too much for them.  The main “battle” is quick and decisive.  The Zaniah use the making-things-closer device to spy out ork patrols, and then use the gravity amulets to hold them in place, while the glider scouts take them out swiftly.  The orks, blind as to what is occurring, have no idea what hit them when stones began to rain down from the skies.  Thousands were killed in the initial assault.  Then the infantry moved in, and began to systematically wipe out ork cities.  With air support, there are little to no casualties on the Zaniah side.  After the orks are completely broken, their cities looted and burnt to the ground, the Zaniah begin raiding villages, taking grotz as slaves wherever they please.  Some orks escape the gliders’ watchful eyes, but not many.  The orks are decidedly crushed.  The Zaniah gain quite a bit of loot from the orks, plenty of military experience in offensive actions, grotz slaves, and a huge boost in morale.

Economy – 9 + .5(Looting) = 9.5
Technology – 8
Military – 13
Population – = 6.9 + .6 (MRL) + .5(Slavery) = 8
Infrastructure – 9.5 + 0.1(Rounding) = 9.6
Morale – 8 – 2(INF) = 6 + 4(-2/turn)(Victory)
Bonus: Conquerors : +1 to military actions that are already successful

Warboss Org’s Boyz – (No Action)  The orks try to regroup somewhat, far away from their former homeland.

Economy – 8.4 + 0.1(Rounding) – 2(Attack) = 6.5
Technology – 6 – 1(+1/turn)
Military – 7 – 2(Attack) = 5 – 4(+1/turn)
Population – 6 – 1(Attack) = 5 - 2(+1/turn)
Infrastructure – 6 – 2(Attack) = 4
Morale – 5 – 3(+1/turn)(Defeat)

Sombre Chapaeu – | You put runes of air and repulsion on yourself.  A small wind now follows you wherever you go, but it’s not strong enough to really do anything… 
Spoiler: Inventory (click to show/hide)
Spoiler: Status (click to show/hide)

BEEES – The BEEES attack Sombre | with great ferocity | but Sombre steps behind some roots, and the BEEES can’t get to him.

Not so Random Event!
Without much warning, the sealed entrance to the Starforgers' mine breaks open.  It issues forth an army of demons!  They don't attack anyone yet, but it's clear that they're planning to.

Since interest seems to be waning, I've basically set up a DF-style end game situation here.  The demons are incredibly strong, and it's very unlikely you'll be able to hold them off for long.  Naturally, you lose the game when all civilizations are wiped out.  Alternatively, you win the game if you can successfully seal the demons back into their pits.  To do this, you'll need to force the demons back, and somehow figure out how to seal them in.  If you can't seal them, they'll just keep coming back.  Sombre has something he needs to do too...

Oh, and the demons will preferentially attack inactive players, so get your actions in!
« Last Edit: May 07, 2009, 06:35:34 am by Frelock »
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Strife26

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Re: Rise of Civilizations - Turn 31
« Reply #396 on: May 06, 2009, 09:16:47 pm »

The zefies mobilize.
All production goes to building up the fortification in the cities, building weapons and armor, and training the armies.
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Emperor_Jonathan

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Re: Rise of Civilizations - Turn 31
« Reply #397 on: May 06, 2009, 09:31:47 pm »

The Zanaih immediately mobilize their military, all the while increasing recruitment as much as possible. They send the military to the demons, firstly getting into a defensive position away, but not to far from, the demons. Then spying the demons and their tactics, forming plans and actions. All the while sending out large scouting parties of gliders and infantry to keep supply lines open.
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Shoruke

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Re: Rise of Civilizations - Turn 31
« Reply #398 on: May 06, 2009, 09:59:13 pm »

Well crap. THEY'RE IN THE MINES!

WOAR! The Starforgers immediately send the magical military, armed with elemental doomsday spells and hovercars, to go beat the stuffing out of the demons. The scryers will observe the demons to give us a tactical advantage.

I also send diplomats to neighboring civilizations, with an official plea for aid, but worded so that we don't sound wussy.
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Strife26

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Re: Rise of Civilizations - Turn 31
« Reply #399 on: May 06, 2009, 10:00:37 pm »

I'd recomend that we strike as one . . .
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Emperor_Jonathan

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Re: Rise of Civilizations - Turn 31
« Reply #400 on: May 06, 2009, 10:06:11 pm »

Turn Addition:

If any other races decide to attack, the Zaniah attack with them in a support role.
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R1ck

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Re: Rise of Civilizations - Turn 31
« Reply #401 on: May 06, 2009, 11:25:22 pm »

The Basinian army will work at setting up a defensive perimeter around the hell mines. Meanwhile, the magical ninja core will spy on the demons as best they can, in order to find any sort of weakness in them.

I will of course reactivate the draft immediately.
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Org

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Re: Rise of Civilizations - Turn 31
« Reply #402 on: May 07, 2009, 06:15:12 am »

Orks immediantly draft everyone.....wait. Everyone already is a soldier....


Orks are going ta make better armor before attacking demons come.
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Frelock

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Re: Rise of Civilizations - Turn 32 Endgame, DF style!
« Reply #403 on: May 09, 2009, 03:22:58 am »

Cloistered syrup, if you want to play, I suggest you put in an action, lest the demons attack the bronze collosi first.

Sombre, they can't win this without you, so if you would be so kind...

Sorry for the delay, guys, I should probably bump this as soon as it gets to the second page, rather than the third one.  We sure do have a lot of active forum games.
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Org

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Re: Rise of Civilizations - Turn 32 Endgame, DF style!
« Reply #404 on: May 09, 2009, 08:21:08 am »

And, if anyone is attacked the Orks join in, to help the defenders.
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