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Author Topic: Rise of Civilizations - Turn 33 Endgame, DF style!  (Read 29187 times)

Shades

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Re: Rise of Civilizations - Turn 5
« Reply #45 on: February 19, 2009, 04:50:20 am »

Teach the prisoners in the ways of the true one, for once they see the light they are part of the people and must be free.

We must learn more about the others of the new world, and we must spread the word of the Ttrue One to these lesser cultures around us. We will create an order of explorers, train them in the ways of the world and send them out. They will be our eyes and ears and warn us of enemies, they will be our guides through this dangerous place and they will spread the word of the True One so all people may join our enlightened ways.
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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

Nirur Torir

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Re: Rise of Civilizations - Turn 6
« Reply #46 on: February 19, 2009, 08:34:41 pm »

Turn 5. To throw randomness in, an RTD-Esque spot has opened up for a lone person! 
Oh, and I remembered the random event this time. YAY!


Warboss Org’s Boyz – | Warboss Org leads his forces on an attack to a randomly chosen group!
The Barbarian Chiefdom is completely unprepared for the attack!
Their taunts only make the Orks angrier!
The Orks completely overrun them effortlessly!
The Barbarians are completely wiped out!
Their remaining population was enslaved, and the Orks now have many veterans in their army.
Despite a distinct lack of casualties, and fighting an unworthy opponent, the Orks are happier because of this victory.

Economy – 3
Technology – 1
Military – 3 + 1(ACT) = 4
Population – 2.0 + 0.1(MRL) = 2.1
Infrastructure – 2 + 0.75(ACT) = 2.75
Morale – 6 + 3(ACT) = 9 (-1/round for 3 rounds)


Navian’s Bronze Colossi – | A bright young colossi comes up with a game. Drawn in the sand, this “SimVillage” game helps plan the city better. Unfortunately, the city commission is too busy creating natural disasters (such as stepping on the game) to get much actual planning done. Eventually, they do manage to hire somebody to build a few workshops.

Economy – 2 – 1(Until the end of next turn)
Technology – 2
Military – 2
Population – 2.2 + 0.2(MRL) = 2.4
Infrastructure – 2 + 1(ACT) = 3
Morale – 7 - 1(TEMP) – 1(INF) -1(EVENT) = 4 (-1/turn for 2 turns)


R1ck’s Basinians – | The Basinian begin offering large incentives for successful new businesses. Unfortunately, the only new businesses appearing are fruitcake bakeries, and nobody actually buys fruitcake.

Economy – 2
Technology – 2
Military – 2
Population – 3
Infrastructure – 3
Morale – 5


Strife26’s Zefies - | The Zefies begin finding uses for this “iron ore” rock they found. They somehow manage to discover steelworking before ironworking. Steel has many, many uses, including the little-known method of using steel shavings as fertilizer for the growing of Damascus Trees.

Economy – 3
Technology – 2 + 1(ACT) = 3
Military – 3
Population – 2.5 + 0.1(MRL) = 2.6
Infrastructure – 3.5+ 0.1(Rounding) = 3.6
Morale – 6


Frelock’s Raiders of Rodinia – | A particularly inventive young naval officer discovers several advanced uses of Astronomy while bored during a long voyage. Astrology is also invented, which is mildly less useful. He later commits suicide once he discovers that pick-up lines involving Astrology (and Astronomy) don’t work well.

Economy – = 3.5 + 0.1(Rounding) = 3.6
Technology – 2 + 1 = 3
Military –  2.7 + 0.1(Rounding) = 2.8
Population – 2.6 + 0.1(MRL) = 2.7
Infrastructure – 3.75 + 0.1(Rounding) = 3.85
Morale – 6


Shade’s Zaniah – | The Zaniah forcibly send out a few people to learn more of the world around them. Understandably, these people did not want to leave their homes. They manage to …. You guessed it! They band several villages together and start a new civilization!

Economy – 2
Technology – 1
Military – 3
Population – 2.8 + 0.5(MRL) – 0.1(ACT) = 3.2
Infrastructure – 3
Morale – 9 -1(TEMP) = 8, (-1/tun, 2 turns remain)


A Barbarian Chiefdom – Destroyed by Orks, who accidentally left one person alive. He attempts to kill himself, but the Orks didn’t leave him any sharp edges. What will he do now? Only the person who claims him knows for sure!

Economy – 0
Technology – 1
Military –0
Population – One person
Infrastructure – 0
Morale – 0


Heretics of The Void | – The Heretics of The Void begin researching the Dark Arts. They succeed in beating death itself, and their leader becomes known as The Arch-Lich Kr’vnt. They also learn battlefield applications of magic.

Economy – 3
Technology – 1 + 1(ACT) = 2
Military –2 + 1(ACT) = 3
Population – 3
Infrastructure – 3
Morale – 5

Random Event! | – Heavy rains begin to pour on the colossi. They are mildly displeased, as SimVillage does not function in mud.

Org, you should have known that striking down the barbarians would only cause another, more powerful group to take their place.
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R1ck

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Re: Rise of Civilizations - Turn 6. One spot open!
« Reply #47 on: February 19, 2009, 09:16:17 pm »

Darn, another setback. This time, I will have my people work on discovering mechanics and machinery. If they build a magic DF style mechanism, that would be great.
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SombreChapaeu

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Re: Rise of Civilizations - Turn 6. One spot open!
« Reply #48 on: February 19, 2009, 09:28:04 pm »

can I join?

I'd like to be the last survivor of a now dead civilization... thanks to everyone else, but i'm a necromancer and I have been raising the dead as vengeful spirits and ghosts.

Incidently as a lone deranged necromancer leading an army of ghosts they civilization has no name, after all what is a name to THE DEAD

((USUABLE NAME FYI))
« Last Edit: February 19, 2009, 10:22:43 pm by SombreChapaeu »
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Frelock

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Re: Rise of Civilizations - Turn 6. One spot open!
« Reply #49 on: February 19, 2009, 10:00:03 pm »

With their new knowledge of navigation, the Raiders of Rodinia will start exploring the world.

"Baby, are you a rocket scientist?  'Cause you are otta this world."
"There's a billion stars in the sky, but the two in your eyes are the only ones I'm interested in."
"What's your sign?  I hope it says 'open all night.'"
"You're hotter than the surface of a sun."

"I don't think there's any chemistry between us; more like Nuclear Fusion."
"No, it's definitely Nuclear Fission."
....
"Ouch dude, you got Burned worse than Mercury."
"Shut up."
« Last Edit: February 19, 2009, 11:47:04 pm by Frelock »
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Org

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Re: Rise of Civilizations - Turn 6. One spot open!
« Reply #50 on: February 19, 2009, 10:21:29 pm »

Da boss wantz ta make sum metal choppas and armor!
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Navian

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Re: Rise of Civilizations - Turn 6. One spot open!
« Reply #51 on: February 20, 2009, 01:35:11 am »

Upon reinventing the wheel, a particular Bronze Colossus is lobbying diligently for better surfaces for it to roll on. Sadly, most of his customers seem more interested in wearing the things than rolling them. Still, he presses on. Perhaps some songwriting could get the wheel rolling ball rolling.

Edit: Oops, I missed the special event! It's too wet for rolling around. The Colossi will instead focus their efforts on the making of fine waterproof canvas to protect their workshops and marketplaces from the ravages of angry, angry nature, and her little black clouds. Hopefully the combination of dryness and boredom will get people shopping.
« Last Edit: February 20, 2009, 03:33:29 am by Navian »
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Emperor_Jonathan

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Re: Rise of Civilizations - Turn 6. One spot open!
« Reply #52 on: February 20, 2009, 01:53:25 am »

I'd like to join. ((The waiting list.))
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Nirur Torir

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Re: Rise of Civilizations - Turn 6.
« Reply #53 on: February 20, 2009, 07:41:38 am »

All spots have been filled.
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SombreChapaeu

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Re: Rise of Civilizations - Turn 6.
« Reply #54 on: February 20, 2009, 12:02:23 pm »

I raise up my sickle of necromantic might and begin crafting a plague to cause the skin of the colossi to slog off.
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Shades

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Re: Rise of Civilizations - Turn 6.
« Reply #55 on: February 20, 2009, 06:39:34 pm »

As the people don't seem happy about leaving they are gonna mine in those caves and see if interesting resources can be found.
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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

Nirur Torir

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Re: Rise of Civilizations - Turn 7.
« Reply #56 on: February 20, 2009, 08:06:59 pm »

Turn 6. Strife logged on earlier today, but logged off again, so the Zefies don’t get a turn.
Vote time: Should I introduce artifacts? They will be capturable, and give a slight bonus to whoever controls them.


R1ck’s Basinians – | A famous Basinian theorist tries very hard to utilize atom splitting to make quantum-linked mechanisms, but the narrow-minded government that doesn’t even know what an atom is has him burned for heresy instead. People are mildly upset at the loss of the celebrity.

Economy – 2
Technology – 2
Military – 2
Population – 3
Infrastructure – 3
Morale – 5 – 1(temp, next turn only)


Frelock’s Raiders of Rodinia – | The Raiders of Rodinia further their global explorations. All they find is a few empty islands.

Economy – = 3.6 + 0.1(Rounding) = 3.7
Technology – 3
Military –  2.8 + 0.1(Rounding) = 2.9
Population – 2.7 + 0.1(MRL) = 2.8
Infrastructure – 3.85 + 0.1(Rounding) = 3.95
Morale – 6


Warboss Org’s Boyz – | Warboss Org yells for new Choppas and armor to be made for each Ork from a shiny new ore vein he found (Well, he found the shiny rocks). Unfortunately, copper is worse then bronze.

Economy – 3
Technology – 1
Military – 4 - 1(ACT) = 3
Population – 2.1 + 0.4(MRL) = 2.5
Infrastructure – 2.75 + 0.10(Rounding) = 2.85
Morale – 9 - 1(Temp Bonus) - 1(INF) = 7 (-1/round for 2 rounds)


Navian’s Bronze Colossi – | The colossi work hard trying to waterproof their town, but the buildings already kept water out, and they fail at covering the roads properly. They go shopping anyway. After they’ve shopped for a while, they sky clears, and they get slightly sad about having wasted all that effort.

Economy – 2 + 1(ACT) = 3
Technology – 2
Military – 2
Population – 2.4 - 0.1(MRL) = 2.3
Infrastructure – 3
Morale – 4 - 1(TEMP) + 1(INF) = 4 (-1 next turn)


Shade’s Zaniah – | The Zaniah begin mining in their caves. They find a small gold vein, plenty of copper, and some tin. They also make it easier to get from their capital to their village.

Economy – 2 + 1.5(ACT) = 3.5
Technology – 1
Military – 3
Population – 3.2 + 0.5(MRL) = 3.7
Infrastructure – 3 + 0.5(ACT) = 3.5
Morale – 8 -1(TEMP) - 1(INF) + 1(EVENT) = 7, (-2 next turn)


Strife26’s Zefies - | The leader of the Zefies declares a national holiday, requiring everybody to march around mindlessly. It is a waste of time, but it beats working.

Economy – 3
Technology – 3
Military – 3
Population – 2.6 + 0.1(MRL) = 2.7
Infrastructure – 3.6+ 0.1(Rounding) = 3.7
Morale – 6


The Dead – | The last remaining barbarian attempts to learn necromancy, but can’t bring himself to practice on his fallen tribesmen.

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


Heretics of The Void | – The Heretics of The Void begin to build a large library to hold their unholy knowledge, but the magics holding their animated undead together begin to fail. They carefully examine the problem to determine what went wrong..

Economy – 3
Technology – 2 -1(temp, next turn only)
Military –3 -1(temp, next turn only)
Population – 3
Infrastructure – 3
Morale – 5

Random Event! | – A Zaniah goldsmith gets inspired to greatness, and carves a marvelous statue. People are happier for one turn.

The morale of The Zefies will begin to drop next turn if Strife doesn’t post. Hidden Fun Stuff lies waiting for those who let their morale get to 0!

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Strife26

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Re: Rise of Civilizations - Turn 7
« Reply #57 on: February 20, 2009, 08:17:38 pm »

Sorry. T'was busy.

The zefies start to develop weaponry.
I may be unavailable for the next few days (sunday night max). If we get another turn, the zefies start to develop a warrior code and ethics.
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Frelock

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Re: Rise of Civilizations - Turn 7
« Reply #58 on: February 20, 2009, 08:36:58 pm »

The Raiders of Rodinia will attempt to revolutionize their ship design and building process, increasing their technical knowledge.
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Org

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Re: Rise of Civilizations - Turn 7
« Reply #59 on: February 20, 2009, 09:42:25 pm »

We gitz better tech!
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