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Author Topic: Fallen Imperium - Turn 10 - Need replacement!  (Read 27415 times)

Criptfeind

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Re: Fallen Imperium - Turn 1 - One replacement needed.
« Reply #60 on: May 10, 2011, 02:41:40 pm »

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.

I am pretty sure is only 10% of the population.

Cause that means 100,000 will die for every million.

I do not know where you got that x10.

I call all the quitting peoples empires.
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Nirur Torir

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Re: Fallen Imperium - Turn 1 - One replacement needed.
« Reply #61 on: May 10, 2011, 02:52:52 pm »

No, Vanigo's right. That would kill everyone.

Henceforth, all soldiers will be trained better. Occupying will result in dead civilians equal to 10x soldiers killed (So it should result in a 10%-20% drop in population depending on how many attackers die), and twice that amount of manufactories destroyed. Eradicating any potential dissenter ends in 85% - 90% of the population dead, based on dice, and 50% of the manufactories destroyed.

Loyalty will decrease more with occupying, based on dead people. Environment will be reduced either way, as FutureWarfare isn't environmentally friendly.

Now to decide what to do about the quitters leaving a space in the sector (No offense taken by anyone)

... Ah!

Criptfeind now controls the empires formerly belonging to Riccto, Taricus, and Dwarmin, as separatly controlled empires. He is expected to submit a turn for each per turn. Ganging up on him is advised.
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Criptfeind

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Re: Fallen Imperium - Turn 1 - One replacement needed.
« Reply #62 on: May 10, 2011, 02:54:27 pm »

Wow. I did not really think you would go for it.

Lets watch as I do things that would fascinate a physiologist. I mean psychologist.
« Last Edit: May 10, 2011, 02:57:11 pm by Criptfeind »
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evilcherry

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Re: Fallen Imperium - Turn 1 - One replacement needed.
« Reply #63 on: May 10, 2011, 02:57:33 pm »

No, Vanigo's right. That would kill everyone.

Henceforth, all soldiers will be trained better. Occupying will result in dead civilians equal to 10x soldiers killed (So it should result in a 10%-20% drop in population depending on how many attackers die), and twice that amount of manufactories destroyed. Eradicating any potential dissenter ends in 85% - 90% of the population dead, based on dice, and 50% of the manufactories destroyed.

Loyalty will decrease more with occupying, based on dead people. Environment will be reduced either way, as FutureWarfare isn't environmentally friendly.

Now to decide what to do about the quitters leaving a space in the sector (No offense taken by anyone)

... Ah!

Criptfeind now controls the empires formerly belonging to Riccto, Taricus, and Dwarmin, as separatly controlled empires. He is expected to submit a turn for each per turn. Ganging up on him is advised.
*Turns all ships atop CF's colonies*

Criptfeind

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Re: Fallen Imperium - Turn 1 - One replacement needed.
« Reply #64 on: May 10, 2011, 02:59:17 pm »

Common common more quitters...
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Nirur Torir

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Re: Fallen Imperium - Turn 1 - One replacement needed.
« Reply #65 on: May 10, 2011, 03:03:42 pm »

Well, it was half a joke. Still, if nobody vetos it and everyone wants a five on (four/one) battle, I say go for it.

Special rules if one player controls multiple empires:
Any tech they trade costs 50%, not 20%.
If they merge their empires, all tech not researched by the receiver gets the standard 50% cost, planets 'gifted' will take a 50% loyalty reduction, any traits including environmental tolerances are lost for the merged empires, and the single player would remain incapable of trading with themselves.
I'd probably awaken the NPC duchy at an inconvenient time, too.
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Vanigo

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Re: Fallen Imperium - Turn 1 - One replacement needed.
« Reply #66 on: May 10, 2011, 03:35:29 pm »

That sounds pretty ridiculous, and not really in a good way. You could just re-generate the sector if we don't get any replacements, I guess.
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evilcherry

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Re: Fallen Imperium - Turn 1 - One replacement needed.
« Reply #67 on: May 10, 2011, 03:48:37 pm »

vote for regen.

Nirur Torir

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Re: Fallen Imperium - Turn 1 - One replacement needed.
« Reply #68 on: May 10, 2011, 03:56:22 pm »

Will this work, or do you want a complete regen? I won't likely be able to get to it until tomorrow. (I still have the old values for the homeworlds, and will return them to their non-perfect versions.)

Spoiler (click to show/hide)
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Criptfeind

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Re: Fallen Imperium - Turn 1 - One replacement needed.
« Reply #69 on: May 10, 2011, 03:58:47 pm »

I would rather have a complete regen.
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evilcherry

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Re: Fallen Imperium - Turn 1 - One replacement needed.
« Reply #70 on: May 10, 2011, 04:03:59 pm »

I would rather have a complete regen.
Seconded.

Nirur Torir

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Re: Fallen Imperium - Turn 1 - One replacement needed.
« Reply #71 on: May 10, 2011, 04:07:51 pm »

Alright. 40 planets on a 20x20 map?

Happery, Neyvn, please each make a practice turn and either confirm that you're staying, or drop out.
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Vanigo

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Re: Fallen Imperium - Turn 0.
« Reply #72 on: May 10, 2011, 04:14:05 pm »

40 planets? That's not nearly as many per player; 6.6 instead of 8.3... Not sure if that's a bad thing or not.
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Criptfeind

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Re: Fallen Imperium - Turn 0.
« Reply #73 on: May 10, 2011, 04:20:08 pm »

Can I have my environmental stuff changed so long as you are regening? It was interesting having such a huge difference... But I would not relish it.
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Nirur Torir

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Re: Fallen Imperium - Turn 0.
« Reply #74 on: May 10, 2011, 04:21:05 pm »

Sure, everyone may change their colors and/or environmental preferences.
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