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Poll

Should we fast forward the game? (Please don't vote if you're not one of the 14 players)

Yes, 20 turns!
Yes, 15 turns!
Yes, 10 turns!
Yes, 5 turns!
No, don't be bloody daft.

Pages: 1 2 3 [4] 5 6 ... 12

Author Topic: Tribal Empires  (Read 14876 times)

evilcherry

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Re: Tribal Empires
« Reply #45 on: October 21, 2011, 12:48:48 am »

already predicting JF's early downfall and inevitable tantrum.

Caz

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Re: Tribal Empires
« Reply #46 on: October 21, 2011, 01:30:48 am »

I just realised I think I have flipped the X,Y
Caz, I think your picking the same spot as me...

64,2 should be 2,64 to fit my choice of location, bottom left corner of the map. Right...

Huh. (19,61) then. But one day, the snail homeland will be reclaimed.  >:(
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Azkanan

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Re: Tribal Empires
« Reply #47 on: October 21, 2011, 05:16:31 am »

Alright, closing recruitment. Massive result  :o.

To Do before gameplay:
- Finish map.
- Add Rules.
- Post First Turn.


Huh. (19,61) then. But one day, the snail homeland will be reclaimed.  >:(

This is too close to JF.

(The Crosshair)
« Last Edit: October 21, 2011, 05:21:42 am by Azkanan »
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RulerOfNothing

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Re: Tribal Empires
« Reply #48 on: October 21, 2011, 05:34:45 am »

Azkanan, you can correct me if I am wrong, but shouldn't Johnfalcon and me get 3 food from savanna tiles with rivers?
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Azkanan

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Re: Tribal Empires
« Reply #49 on: October 21, 2011, 05:38:52 am »

Originally, yes. However, it pretty much WTFAWSHIT's everything. Suffice to say that the open-hunting-grounds are ruined by the river, because fishing is much easier game, and sufficient.
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Caz

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Re: Tribal Empires
« Reply #50 on: October 21, 2011, 06:11:15 am »

This is too close to JF.

(The Crosshair)

Well, uh... I think everywhere good is taken, so just put me somewhere, I guess.
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Johnfalcon99977

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Re: Tribal Empires
« Reply #51 on: October 21, 2011, 06:46:01 am »

No, Azkanan, you got my posistion wrong. I am far too south of my disired posistion.
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Please excuse my horrible awful linguistic skills.

Azkanan

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Re: Tribal Empires
« Reply #52 on: October 21, 2011, 07:01:48 am »


RULES ARE IN OP

TO QUICKLY FIND YOUR PART IN THE BELOW, HIT CTRL+F AND TYPE YOUR NAME

Spoiler: World Map 100% (click to show/hide)

Spoiler: World Map 200% (click to show/hide)

Spoiler: World Map 300% (click to show/hide)

Ruler Sayaks / Player Sayaks

Signide Kingdom
Government: Tribal: -1 Science Tech/Turn, +1 Military Tech/turn

Resource: 9/100 (9/turn)
Divinity: 0 [0/turn]

Culture: 0/100 xp [Lv1]
Science 4/100 xp [Lv1] [+4]
Military 1/100 xp [Lv1] [+1]
Naval 0/100 xp [Lv1]
Religion 0/100 xp [Lv1]
Government 0/100 xp [Lv1]



Village X
Location: 26,15
Focus: Science
Culture: 801 [+1/turn]
Food: 9/1000 [+9/turn] [Every 100 = +1 Population]
Population: 80.8 [+0/turn] [+1%]

Defence Bonus: 0%

Garrison
Warrior [a1 | d1 | mov1]

Infrastructure
Housing: 1 [0/100r] [+1% Growth]
Roadworks: 0 [0/50r] [+0% Growth]
Food Storage: 1 [0/100r] [1000 Max Food]
Resource Storage: 1 [0/100r] [100 Max Resource]
Fortifications: 0 [0/50r] [+0% Defence Bonus]

Trainable Units
Warrior [a1 | d1 | mov1] [Cost: 50 pop / 7 r / 12 f]
Buildable Improvements
-

Current Units not in villages

-





Ruler Cerapa / Player Cerapa

Arkin Empire
Government: Tribal: -1 Science Tech/Turn, +1 Military Tech/turn

Resource: 2/100 (2/turn)
Divinity: 0 [0/turn]

Culture: 0/100 xp [Lv1]
Science 4/100 xp [Lv1] [+4]
Military 1/100 xp [Lv1] [+1]
Naval 0/100 xp [Lv1]
Religion 0/100 xp [Lv1]
Government 0/100 xp [Lv1]



Village X
Location: 42,23
Focus: Science
Culture: 801 [+1/turn]

Food: 14/1000 [+14/turn] [Every 100 = +1 Population]
Population: 80.8 [+0/turn] [+1%]

Defence Bonus: 0%

Garrison
Warrior [a1 | d1 | mov1]

Infrastructure
Housing: 1 [0/100r] [+1% Growth]
Roadworks: 0 [0/50r] [+0% Growth]
Food Storage: 1 [0/100r] [1000 Max Food]
Resource Storage: 1 [0/100r] [100 Max Resource]
Fortifications: 0 [0/50r] [+0% Defence Bonus]

Trainable Units
Warrior [a1 | d1 | mov1] [Cost: 50 pop / 7 r / 12 f]
Buildable Improvements
-

Current Units not in villages

-





Ruler Nirur/ Player Nirur

Toriria
Government: Tribal: -1 Science Tech/Turn, +1 Military Tech/turn

Resource: 4/100 (4/turn)
Divinity: 0 [0/turn]

Culture: 0/100 xp [Lv1]
Science 0/100 xp [Lv1] [+0]
Military 1/100 xp [Lv1] [+1]
Naval 0/100 xp [Lv1]
Religion 0/100 xp [Lv1]
Government 5/100 xp [Lv1] [+5]



Village X
Location: 33,63
Focus: Government
Culture: 801 [+1/turn]

Food: 10/1000 [+10/turn] [Every 100 = +1 Population]
Population: 80.8 [+0/turn] [+1%]

Defence Bonus: 0%

Garrison
Warrior [a1 | d1 | mov1]

Infrastructure
Housing: 1 [0/100r] [+1% Growth]
Roadworks: 0 [0/50r] [+0% Growth]
Food Storage: 1 [0/100r] [1000 Max Food]
Resource Storage: 1 [0/100r] [100 Max Resource]
Fortifications: 0 [0/50r] [+0% Defence Bonus]

Trainable Units
Warrior [a1 | d1 | mov1] [Cost: 50 pop / 7 r / 12 f]
Buildable Improvements
-

Current Units not in villages

-




Ruler Barbarossa/Player Azkanan

Scarlet Moon Empire
Government: Tribal: -1 Science Tech/Turn, +1 Military Tech/turn

Resource: 1/100 (1/turn)
Divinity: 0 [0/turn]

Culture: 0/100 xp [Lv1]
Science 0/100 xp [Lv1] [+0]
Military 6/100 xp [Lv1] [+1] [+5]
Naval 0/100 xp [Lv1]
Religion 0/100 xp [Lv1]
Government 0/100 xp [Lv1]



Village X
Location: 22,32
Focus: Military
Culture: 801 [+1/turn]

Food: 14/1000 [+14/turn] [Every 100 = +1 Population]
Population: 80.8 [+0/turn] [+1%]

Defence Bonus: 0%

Garrison
Warrior [a1 | d1 | mov1]

Infrastructure
Housing: 1 [0/100r] [+1% Growth]
Roadworks: 0 [0/50r] [+0% Growth]
Food Storage: 1 [0/100r] [1000 Max Food]
Resource Storage: 1 [0/100r] [100 Max Resource]
Fortifications: 0 [0/50r] [+0% Defence Bonus]

Trainable Units
Warrior [a1 | d1 | mov1] [Cost: 50 pop / 7 r / 12 f]
Buildable Improvements
-

Current Units not in villages

-




Ruler Thar Dekas/Player Micelus

The Tharikate of Palios
Government: Tribal: -1 Science Tech/Turn, +1 Military Tech/turn

Resource: 9/100 (9/turn)
Divinity: 0 [0/turn]

Culture: 0/100 xp [Lv1]
Science 0/100 xp [Lv1] [+0]
Military 1/100 xp [Lv1] [+1]
Naval 0/100 xp [Lv1]
Religion 5/100 xp [Lv1] [+5]
Government 0/100 xp [Lv1]



Village X
Location: 46,60
Focus: Religion
Culture: 801 [+1/turn]

Food: 9/1000 [+9/turn] [Every 100 = +1 Population]
Population: 80.8 [+0/turn] [+1%]

Defence Bonus: 0%

Garrison
Warrior [a1 | d1 | mov1]

Infrastructure
Housing: 1 [0/100r] [+1% Growth]
Roadworks: 0 [0/50r] [+0% Growth]
Food Storage: 1 [0/100r] [1000 Max Food]
Resource Storage: 1 [0/100r] [100 Max Resource]
Fortifications: 0 [0/50r] [+0% Defence Bonus]

Trainable Units
Warrior [a1 | d1 | mov1] [Cost: 50 pop / 7 r / 12 f]
Buildable Improvements
-

Current Units not in villages

-




Ruler King Isaac VI/Player ADwarf

The Kingdom of Free People
Government: Tribal: -1 Science Tech/Turn, +1 Military Tech/turn

Resource: 6/100 (6/turn)
Divinity: 0 [0/turn]

Culture: 5/100 xp [Lv1] [+5]
Science 0/100 xp [Lv1] [+0]
Military 1/100 xp [Lv1] [+1]
Naval 0/100 xp [Lv1]
Religion 0/100 xp [Lv1]
Government 0/100 xp [Lv1]



Village X
Location: 1,21
Focus: Culture
Culture: 801 [+1/turn]

Food: 6/1000 [+6/turn] [Every 100 = +1 Population]
Population: 80.8 [+0/turn] [+1%]

Defence Bonus: 0%

Garrison
Warrior [a1 | d1 | mov1]

Infrastructure
Housing: 1 [0/100r] [+1% Growth]
Roadworks: 0 [0/50r] [+0% Growth]
Food Storage: 1 [0/100r] [1000 Max Food]
Resource Storage: 1 [0/100r] [100 Max Resource]
Fortifications: 0 [0/50r] [+0% Defence Bonus]

Trainable Units
Warrior [a1 | d1 | mov1] [Cost: 50 pop / 7 r / 12 f]
Buildable Improvements
-

Current Units not in villages

-




Ruler Penicillin/Player Cyrenaica

The Kingdom of Free People
Government: Tribal: -1 Science Tech/Turn, +1 Military Tech/turn

Resource: 3/100 (3/turn)
Divinity: 0 [0/turn]

Culture: 0/100 xp [Lv1]
Science 0/100 xp [Lv1] [+0]
Military 1/100 xp [Lv1] [+1]
Naval 0/100 xp [Lv1]
Religion 0/100 xp [Lv1]
Government 5/100 xp [Lv1] [+5]



Village X
Location: 46,5
Focus: Government
Culture: 801 [+1/turn]

Food: 19/1000 [+19/turn] [Every 100 = +1 Population]
Population: 80.8 [+0/turn] [+1%]

Defence Bonus: 0%

Garrison
Warrior [a1 | d1 | mov1]

Infrastructure
Housing: 1 [0/100r] [+1% Growth]
Roadworks: 0 [0/50r] [+0% Growth]
Food Storage: 1 [0/100r] [1000 Max Food]
Resource Storage: 1 [0/100r] [100 Max Resource]
Fortifications: 0 [0/50r] [+0% Defence Bonus]

Trainable Units
Warrior [a1 | d1 | mov1] [Cost: 50 pop / 7 r / 12 f]
Buildable Improvements
-

Current Units not in villages

-




Ruler Sinclair/Player Sinpwn

Russaurum Empire
Government: Tribal: -1 Science Tech/Turn, +1 Military Tech/turn

Resource: 4/100 (4/turn)
Divinity: 0 [0/turn]

Culture: 0/100 xp [Lv1]
Science 5/100 xp [Lv1] [+5]
Military 1/100 xp [Lv1] [+1]
Naval 0/100 xp [Lv1]
Religion 0/100 xp [Lv1]
Government 0/100 xp [Lv1]



Village X
Location: 64,58
Focus: Science
Culture: 801 [+1/turn]

Food: 13/1000 [+13/turn] [Every 100 = +1 Population]
Population: 80.8 [+0/turn] [+1%]

Defence Bonus: 0%

Garrison
Warrior [a1 | d1 | mov1]

Infrastructure
Housing: 1 [0/100r] [+1% Growth]
Roadworks: 0 [0/50r] [+0% Growth]
Food Storage: 1 [0/100r] [1000 Max Food]
Resource Storage: 1 [0/100r] [100 Max Resource]
Fortifications: 0 [0/50r] [+0% Defence Bonus]

Trainable Units
Warrior [a1 | d1 | mov1] [Cost: 50 pop / 7 r / 12 f]
Buildable Improvements
-

Current Units not in villages

-




Ruler Paladin/Player Taricus

Ligoria
Government: Tribal: -1 Science Tech/Turn, +1 Military Tech/turn

Resource: 1/100 (1/turn)
Divinity: 0 [0/turn]

Culture: 0/100 xp [Lv1]
Science 5/100 xp [Lv1] [+0]
Military 1/100 xp [Lv1] [+1]
Naval 0/100 xp [Lv1]
Religion 0/100 xp [Lv1]
Government 5/100 xp [Lv1] [+5]



Village X
Location: 21,57
Focus: Government
Culture: 801 [+1/turn]

Food: 12/1000 [+12/turn] [Every 100 = +1 Population]
Population: 80.8 [+0/turn] [+1%]

Defence Bonus: 0%

Garrison
Warrior [a1 | d1 | mov1]

Infrastructure
Housing: 1 [0/100r] [+1% Growth]
Roadworks: 0 [0/50r] [+0% Growth]
Food Storage: 1 [0/100r] [1000 Max Food]
Resource Storage: 1 [0/100r] [100 Max Resource]
Fortifications: 0 [0/50r] [+0% Defence Bonus]

Trainable Units
Warrior [a1 | d1 | mov1] [Cost: 50 pop / 7 r / 12 f]
Buildable Improvements
-

Current Units not in villages

-




Ruler Rex Leporidae/Player Evilcherry

Reisen
Government: Tribal: -1 Science Tech/Turn, +1 Military Tech/turn

Resource: 5/100 (5/turn)
Divinity: 0 [0/turn]

Culture: 0/100 xp [Lv1]
Science 0/100 xp [Lv1] [+0]
Military 1/100 xp [Lv1] [+1]
Naval 0/100 xp [Lv1]
Religion 0/100 xp [Lv1]
Government 5/100 xp [Lv1] [+5]



Village X
Location: 30,38
Focus: Government
Culture: 801 [+1/turn]

Food: 11/1000 [+11/turn] [Every 100 = +1 Population]
Population: 80.8 [+0/turn] [+1%]

Defence Bonus: 0%

Garrison
Warrior [a1 | d1 | mov1]

Infrastructure
Housing: 1 [0/100r] [+1% Growth]
Roadworks: 0 [0/50r] [+0% Growth]
Food Storage: 1 [0/100r] [1000 Max Food]
Resource Storage: 1 [0/100r] [100 Max Resource]
Fortifications: 0 [0/50r] [+0% Defence Bonus]

Trainable Units
Warrior [a1 | d1 | mov1] [Cost: 50 pop / 7 r / 12 f]
Buildable Improvements
-

Current Units not in villages

-




Ruler Marius Brutii Caesar/Player Elfeater

Grome
Government: Tribal: -1 Science Tech/Turn, +1 Military Tech/turn

Resource: 4/100 (4/turn)
Divinity: 0 [0/turn]

Culture: 0/100 xp [Lv1]
Science 0/100 xp [Lv1] [+0]
Military 6/100 xp [Lv1] [+1] [+5]
Naval 0/100 xp [Lv1]
Religion 0/100 xp [Lv1]
Government 0/100 xp [Lv1]



Village X
Location: 30,2
Focus: Military
Culture: 801 [+1/turn]

Food: 10/1000 [+10/turn] [Every 100 = +1 Population]
Population: 80.8 [+0/turn] [+1%]

Defence Bonus: 0%

Garrison
Warrior [a1 | d1 | mov1]

Infrastructure
Housing: 1 [0/100r] [+1% Growth]
Roadworks: 0 [0/50r] [+0% Growth]
Food Storage: 1 [0/100r] [1000 Max Food]
Resource Storage: 1 [0/100r] [100 Max Resource]
Fortifications: 0 [0/50r] [+0% Defence Bonus]

Trainable Units
Warrior [a1 | d1 | mov1] [Cost: 50 pop / 7 r / 12 f]
Buildable Improvements
-

Current Units not in villages

-




Ruler Mathemagician/Player RulerOfNothing

Republic of Mathematica
Government: Tribal: -1 Science Tech/Turn, +1 Military Tech/turn

Resource: 4/100 (4/turn)
Divinity: 0 [0/turn]

Culture: 5/100 xp [Lv1] [+5]
Science 0/100 xp [Lv1] [+0]
Military 1/100 xp [Lv1] [+1]
Naval 0/100 xp [Lv1]
Religion 0/100 xp [Lv1]
Government 0/100 xp [Lv1]



Village X
Location: 14,59
Focus: Culture
Culture: 801 [+1/turn]

Food: 11/1000 [+11/turn] [Every 100 = +1 Population]
Population: 80.8 [+0/turn] [+1%]

Defence Bonus: 0%

Garrison
Warrior [a1 | d1 | mov1]

Infrastructure
Housing: 1 [0/100r] [+1% Growth]
Roadworks: 0 [0/50r] [+0% Growth]
Food Storage: 1 [0/100r] [1000 Max Food]
Resource Storage: 1 [0/100r] [100 Max Resource]
Fortifications: 0 [0/50r] [+0% Defence Bonus]

Trainable Units
Warrior [a1 | d1 | mov1] [Cost: 50 pop / 7 r / 12 f]
Buildable Improvements
-

Current Units not in villages

-




Ruler Khan Armitage/Player Tack

Lokum Khanate
Government: Tribal: -1 Science Tech/Turn, +1 Military Tech/turn

Resource: 2/100 (2/turn)
Divinity: 0 [0/turn]

Culture: 0/100 xp [Lv1]
Science 0/100 xp [Lv1] [+0]
Military 6/100 xp [Lv1] [+1] [+5]
Naval 0/100 xp [Lv1]
Religion 0/100 xp [Lv1]
Government 0/100 xp [Lv1]



Village X
Location: 9,65
Focus: Military
Culture: 801 [+1/turn]

Food: 13/1000 [+13/turn] [Every 100 = +1 Population]
Population: 80.8 [+0/turn] [+1%]

Defence Bonus: 0%

Garrison
Warrior [a1 | d1 | mov1]

Infrastructure
Housing: 1 [0/100r] [+1% Growth]
Roadworks: 0 [0/50r] [+0% Growth]
Food Storage: 1 [0/100r] [1000 Max Food]
Resource Storage: 1 [0/100r] [100 Max Resource]
Fortifications: 0 [0/50r] [+0% Defence Bonus]

Trainable Units
Warrior [a1 | d1 | mov1] [Cost: 50 pop / 7 r / 12 f]
Buildable Improvements
-

Current Units not in villages

-




Ruler Khan Garvaian/Player JohnFalcon99977

Givar Khanate
Government: Tribal: -1 Science Tech/Turn, +1 Military Tech/turn

Resource: 2/100 (2/turn)
Divinity: 0 [0/turn]

Culture: 0/100 xp [Lv1]
Science 0/100 xp [Lv1] [+0]
Military 6/100 xp [Lv1] [+1] [+5]
Naval 0/100 xp [Lv1]
Religion 0/100 xp [Lv1]
Government 0/100 xp [Lv1]



Village X
Location: 19,59
Focus: Military
Culture: 801 [+1/turn]

Food: 9/1000 [+9/turn] [Every 100 = +1 Population]
Population: 80.8 [+0/turn] [+1%]

Defence Bonus: 0%

Garrison
Warrior [a1 | d1 | mov1]

Infrastructure
Housing: 1 [0/100r] [+1% Growth]
Roadworks: 0 [0/50r] [+0% Growth]
Food Storage: 1 [0/100r] [1000 Max Food]
Resource Storage: 1 [0/100r] [100 Max Resource]
Fortifications: 0 [0/50r] [+0% Defence Bonus]

Trainable Units
Warrior [a1 | d1 | mov1] [Cost: 50 pop / 7 r / 12 f]
Buildable Improvements
-

Current Units not in villages

-




Ruler Yulaseni/Player Nevyn

Šnamevena
Government: Tribal: -1 Science Tech/Turn, +1 Military Tech/turn

Resource: 5/100 (5/turn)
Divinity: 0 [0/turn]

Culture: 5/100 xp [Lv1] [+5]
Science 0/100 xp [Lv1] [+0]
Military 1/100 xp [Lv1] [+1]
Naval 0/100 xp [Lv1]
Religion 0/100 xp [Lv1]
Government 0/100 xp [Lv1]



Village X
Location: 64,2
Focus: Culture
Culture: 801 [+1/turn]

Food: 13/1000 [+13/turn] [Every 100 = +1 Population]
Population: 80.8 [+0/turn] [+1%]

Defence Bonus: 0%

Garrison
Warrior [a1 | d1 | mov1]

Infrastructure
Housing: 1 [0/100r] [+1% Growth]
Roadworks: 0 [0/50r] [+0% Growth]
Food Storage: 1 [0/100r] [1000 Max Food]
Resource Storage: 1 [0/100r] [100 Max Resource]
Fortifications: 0 [0/50r] [+0% Defence Bonus]

Trainable Units
Warrior [a1 | d1 | mov1] [Cost: 50 pop / 7 r / 12 f]
Buildable Improvements
-

Current Units not in villages

-



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Azkanan

  • Bay Watcher
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Re: Tribal Empires
« Reply #53 on: October 21, 2011, 07:03:39 am »

No, Azkanan, you got my posistion wrong. I am far too south of my disired posistion.

3. Starting Location
19, 59
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WHO IS RESPONSIBLE FOR THIS ?

RulerOfNothing

  • Bay Watcher
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Re: Tribal Empires
« Reply #54 on: October 21, 2011, 07:13:21 am »

Orders for the Republic:

  • Rename Village X to Mathematica
  • Rename Warriors to Alpha Squad
  • Invest 4 production into fortifications

I also have a few questions Azkanan:
  • to what accuracy are we tracking population?
  • what are the effects of being highly religious?
  • does being in a village have any defensive bonuses regardless of fortification level?
« Last Edit: October 21, 2011, 07:47:36 am by RulerOfNothing »
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cerapa

  • Bay Watcher
  • It wont bite....unless you are the sun.
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Re: Tribal Empires
« Reply #55 on: October 21, 2011, 07:20:32 am »

Everything into roadworks for forever and ever. Need moar resource income. Food is apparently pretty sucky. Settlers only take pop, right?
Also rename the village to The Future, because theres nothing like overblown names.
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Tick, tick, tick the time goes by,
tick, tick, tick the clock blows up.

Sinpwn

  • Bay Watcher
  • That there guy with that face.
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Re: Tribal Empires
« Reply #56 on: October 21, 2011, 07:22:45 am »

Rename Village X to "Bastion"
Rename warriors to "The Emperor's Spess Mehreens."
Roadwork all the things.
« Last Edit: October 21, 2011, 08:11:32 am by Sinpwn »
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Taricus

  • Bay Watcher
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Re: Tribal Empires
« Reply #57 on: October 21, 2011, 07:38:26 am »

Rename X to Talmaror
Stockpile resources.
« Last Edit: October 21, 2011, 03:31:01 pm by Taricus »
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Nirur Torir

  • Bay Watcher
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Re: Tribal Empires
« Reply #58 on: October 21, 2011, 07:44:30 am »

Rename capital to Nirur's Village.
Rename warriors to Fist of Nirur.
Invest all resources into roadworks.
Change focus of Nirur's Village to culture.

Azkanan:
How's growth going to work if it's based on food and starting cities range from 6-19 food production?
Why do some rivers give +2 food while others only give +1?
For the river to count there needs to be BOTH sides of the river on the same tile, therefore those that touch edges or even just a smidge bit of one don't count...
I wasn't coimplaining about that tiny bit of river not counting as a river tile, I was complaining about Azkanan forgetting to reduce his own river production and questioning the very rare river/forest tiles giving twice as much production as other tiles.

Rename X to Talmaror
Invest one production into another warrior unit.
You cannot afford more warriors:
Quote
Trainable Units
Warrior [a1 | d1 | mov1] [Cost: 50 pop / 7 r / 12 f]
« Last Edit: October 21, 2011, 04:08:11 pm by Nirur Torir »
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Tidal

  • Bay Watcher
  • [PET_MICROSCOPIC]
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Re: Tribal Empires
« Reply #59 on: October 21, 2011, 07:45:20 am »

That's one hell of a lot of cities to manage. :P
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