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Author Topic: Rise of Civilizations - Turn 33 Endgame, DF style!  (Read 30290 times)

Frelock

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Re: Rise of Civilizations - Turn 8
« Reply #75 on: February 22, 2009, 08:27:24 pm »

So the temp -1 to tech didn't make it easier to get new tech, eh?  Oh well.

The Raiders of Rodinia will attempt to build a new fleet of warships, mostly out of wood, but with some of the new steel plating on the sides.
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All generalizations are false....including this one.

Strife26

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Re: Rise of Civilizations - Turn 8
« Reply #76 on: February 22, 2009, 09:19:19 pm »

The zefies send out some scouting parties. They're looking for good spots for settlement, resources, or towards establishing peaceful relations with others.
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Org

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Re: Rise of Civilizations - Turn 8
« Reply #77 on: February 22, 2009, 09:19:51 pm »

The zefies send out some scouting parties. They're looking for good spots for settlement, resources, or towards establishing peaceful relations with others.
STRIFE! when you post in ur thread?
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R1ck

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Re: Rise of Civilizations - Turn 8
« Reply #78 on: February 22, 2009, 09:20:22 pm »

Sweet, +1.5 economy! Finally, a true success!

Now it's time to work on tech. Magictech, that is! I will have the greatest minds of Basinian society try to invent magic which will help out with all sorts of things. A failure would be very fun, I'm sure.
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Strife26

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Re: Rise of Civilizations - Turn 8
« Reply #79 on: February 22, 2009, 09:47:11 pm »

Someday.
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Shades

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Re: Rise of Civilizations - Turn 8
« Reply #80 on: February 23, 2009, 03:52:33 am »

Military – 3 + 0.1(Rounding) = 3.6

Maths is poor :) although to my advantage so I should probably not mention it.

I declare the day a celebration of the statue, plenty of food, drink, loud music, dancing, sex and strange mystical herbs for all involved. Although the entire population will probably have an hangover and/or see some weird things by the next day.
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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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SombreChapaeu

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Re: Rise of Civilizations - Turn 8
« Reply #81 on: February 23, 2009, 04:11:20 am »

right I get out of there head into the mountains, and go train under a waterfall for a while.
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Nirur Torir

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Re: Rise of Civilizations - Turn 8
« Reply #82 on: February 23, 2009, 08:36:07 am »

Org - Sorry, I was sleep deprived and in a bad mood when I wrote that. No civil wars shall be a part of the disaster chart once I get it written up. Turn has been retconned.

Frelock - Temporary penalties do not deduct from the roll needed, but temporary bonuses do add to the roll. Penalties aren't supposed to be good, after all. On the plus side, temporary bonuses don't add to the roll needed either.

Shades - Thanks for noticing that, it probably would have vexed me next turn. You actually had a 3.5, but I forgot to change it.

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Navian

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Re: Rise of Civilizations - Turn 9
« Reply #83 on: February 23, 2009, 02:08:45 pm »

Now that some roads have been built, it's time to put them to use with parades and marching bands! The uniforms and military discipline could theoretically be of a benefit, but mostly it'll just be more fun and music. Hopefully it doesn't disrupt shopping and industry too much...
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Shoruke

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Re: Rise of Civilizations - Turn 9
« Reply #84 on: February 23, 2009, 04:31:12 pm »

New civilizations can be created, with a new player. They start with whatever the parent civilization gives them, shifting the resources around (tech level isn’t reduced, of course.)

So... I'm to understand that I can ask R1ck to be my parent civilization, and make my own sorcerer civ using the tech upgrade I hope he gets this turn?
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Nirur Torir

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Re: Rise of Civilizations - Turn 9
« Reply #85 on: February 23, 2009, 05:02:18 pm »

New civilizations can be created, with a new player. They start with whatever the parent civilization gives them, shifting the resources around (tech level isn’t reduced, of course.)

So... I'm to understand that I can ask R1ck to be my parent civilization, and make my own sorcerer civ using the tech upgrade I hope he gets this turn?

Yes, I suppose you can specifically ask to have a civ created from a player's civ. He needs to use a turn to create you though, specifically stating how many stats you will receive.
Warning: Attacking an ally without both players agreeing to be at war will result in a massive morale penalty. This warning shall not be given again.
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Org

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Re: Rise of Civilizations - Turn 9
« Reply #86 on: February 23, 2009, 05:06:11 pm »

I thanketh you, kind knight. Thoust shall join me on my quest, for the HOLY CHOPPA!
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R1ck

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Re: Rise of Civilizations - Turn 9?
« Reply #87 on: February 23, 2009, 05:22:32 pm »

I would be glad to create a new colony next term Shoruke. Just come up with a name first.

Also, how is it suddenly turn 9? It seems to have increased by one with Navian's comment somehow.
« Last Edit: February 23, 2009, 05:52:26 pm by R1ck »
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BTEAMHOB-Year 10 - It's POI'd to the extreme

Nirur Torir

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Re: Rise of Civilizations - Turn 9
« Reply #88 on: February 23, 2009, 06:15:23 pm »

Last turn was turn 8; next turn will be turn 9. I forgot to increment it when I last updated.
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Strife26

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Re: Rise of Civilizations - Turn 9
« Reply #89 on: February 23, 2009, 09:24:02 pm »

I thought that there was an update. I'm sad now.

The zefies are open to being a parent civ, or allies with any good aligned person.
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