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Author Topic: Fallen Imperium - Turn 10 - Need replacement!  (Read 26776 times)

Criptfeind

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Re: Fallen Imperium Sign-ups
« Reply #45 on: May 10, 2011, 01:23:17 pm »

Post turns here, but you can send the secret stuff though PMs.
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Taricus

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Re: Fallen Imperium Sign-ups
« Reply #46 on: May 10, 2011, 01:24:30 pm »

Such as troop movements?
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Nirur Torir

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Re: Fallen Imperium Sign-ups
« Reply #47 on: May 10, 2011, 01:27:52 pm »

Post turns here, but you can send the secret stuff though PMs.
Correct.

Do note that the only things that will remain secret when I post the end of the turns are the locations of cloaked ships, diplomatic agreements, and ships of new designs that haven't yet fought*.

* If you create a new, very slightly different, design every time your ships fight just to maintain secrecy, I'll be sad at you.
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Criptfeind

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Re: Fallen Imperium Sign-ups
« Reply #48 on: May 10, 2011, 01:44:26 pm »

Spoiler: Hive Turn 1 (click to show/hide)
« Last Edit: May 10, 2011, 05:55:54 pm by Criptfeind »
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Vanigo

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Re: Fallen Imperium Sign-ups
« Reply #49 on: May 10, 2011, 01:56:07 pm »

Uh, what ships do we start with?
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Nirur Torir

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Re: Fallen Imperium Sign-ups
« Reply #50 on: May 10, 2011, 02:06:16 pm »

Uh, what ships do we start with?
You start with 3 FF Counts as an anti-rush measure (Or tech boost, if you wish to take the risk of having weakened defenseless). Nothing else.


Criptfeind's is mostly perfect, with two errors and one annoyance, mostly caused by unclear or unstated rules, which will be corrected shortly:
1) Growth is multiplied by 0.9 on your homeworlds until you improve its environment (1% for every 1 environment point).
2) New ships cost maintenance on the turn they are built.
3) Please write ship production as something akin to:
Quote
Ships = 10000p = 10000/5000 CO Transport = 2x CO Transport
« Last Edit: May 10, 2011, 02:10:16 pm by Nirur Torir »
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Dwarmin

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Re: Fallen Imperium Sign-ups
« Reply #51 on: May 10, 2011, 02:10:15 pm »

Wow, I just realized how annoying this game was going to turn out to be.

Since I'm in the center, you've no problem ridding me from the game, correct? Or just hand me off to another player.
Either way, I'm outta here.

blah blah blah
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

Criptfeind

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Re: Fallen Imperium Sign-ups
« Reply #52 on: May 10, 2011, 02:11:16 pm »

Ah. Okay. I assume I need to pay 2500 in upkeep as well then?

(Also, Dwarmin, that was a bit rude the way you said that. After all, all the rules were in the start and he did say you would need to do your own turns.)
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Taricus

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Re: Fallen Imperium Sign-ups
« Reply #53 on: May 10, 2011, 02:15:11 pm »

Spoiler (click to show/hide)
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Criptfeind

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Re: Fallen Imperium Sign-ups
« Reply #54 on: May 10, 2011, 02:19:56 pm »

Alright. Fixed turn. Hope you like it.
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Riccto

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Re: Fallen Imperium Sign-ups
« Reply #55 on: May 10, 2011, 02:31:55 pm »

:I I'm sorry but after looking over the Taric's and Cripts turns I realize this game is a bit over my head and I dont want to be a bother so can you pull me out please?
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Raggle Fraggle

Nirur Torir

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Re: Fallen Imperium Sign-ups
« Reply #56 on: May 10, 2011, 02:32:56 pm »

Criptfeind: That's better, but I found even more stuff to complain about:
1) Corvettes cost 100c/turn in upkeep, not 300c/turn. I am not reading clearly! Yay!
2) Please use commas in your population for future turns if you're going to show the full amount. Doesn't have to be corrected right now.

Taricus, you have 5000 each of factories and million population.
You also only have 130 environment on your homeworld, sorry for the mix-up.

Dwarmin and Riccto have dropped out. Dwarmin's empire no longer exists, and Riccto's shall be played by me for up to five turns before its destruction, unless we get a replacement.
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Vanigo

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Re: Fallen Imperium Sign-ups
« Reply #57 on: May 10, 2011, 02:35:59 pm »

Hey, is it just me, or does peacefully occupying a conquered planet actually kill more people than extermination? Look at the numbers:
Quote
For each 1m of population, there will be 1000 men defending...

After a battle, no matter which side wins, population will decrease by 100x soldiers killed, manufactories will be decreased by the number of soldiers killed/10000 (wars in the future still causes some collateral damage). Loyalty will be adjusted accordingly.

If the attacker is successful, he can choose to exterminate the population or to "peacefully" occupy (at the start of next turn). Peacefully occupying will lead to an additional loyalty hit of a flat 50%, population killed will be 10-folded (save loyalty), and manufactories damage doubled to simulate looting and resistance to a new government. Exterminating will kill off 90% of remaining population, and 50% of manufactories. However, this killing will not decrease loyalty, and you will have at least 30% loyalty from the next turn.
100 civilians dead for every dead soldier x 10 means that, assuming no invaders died, the occupation casualties will be exactly equal to the pre-invasion population.
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Taricus

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Re: Fallen Imperium - Turn 1 - One replacement needed.
« Reply #58 on: May 10, 2011, 02:36:07 pm »

Yeah, I think I fall into the same boat as riccto, with this amount of large numbers this'll be too much for me. I'm dropping out.
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Dwarmin

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Re: Fallen Imperium Sign-ups
« Reply #59 on: May 10, 2011, 02:38:31 pm »

(Also, Dwarmin, that was a bit rude the way you said that. After all, all the rules were in the start and he did say you would need to do your own turns.)

It wasn't meant that way, but I can see how it would be seen like that.
Yes, I understood the rules but enderstimated the complexity. My own fault, none on Nirur.

*smoke bomb*
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."
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