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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 ... 4 5 [6] 7 8 ... 12

Author Topic: Tribal Empires  (Read 15006 times)

Johnfalcon99977

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Re: Tribal Empires
« Reply #75 on: October 21, 2011, 02:35:08 pm »

Also, I think this is completely redundant:
International Diplomatic Laws
War
1. You cannot start a war with soldiers within 1 tile of the victim's borders.

If a player goes out of his way to send a 20 Unit Army to someone elses border, I don't think its really that hard to guess what hes going to do next turn. ESSPECIALLY if said Players have been going through bad relations recently.
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sayaks

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Re: Tribal Empires
« Reply #76 on: October 21, 2011, 02:51:46 pm »

Rename Village x to Signir village.

Resources spending:
5 into roads, and 2 into Housing, and 2 into Warriors.
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cerapa

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Re: Tribal Empires
« Reply #77 on: October 21, 2011, 02:55:42 pm »

Rename Village x to Signir village.

Resources spending:
5 into roads, and 2 into Housing, and 2 into Warriors.
Just a question but...
Why?

Im fairly certain things dont give bonuses until you actually finsh them, so building 2 things at the same time is a waste, and you cant stockpile into soldier production.
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Azkanan

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Re: Tribal Empires
« Reply #78 on: October 21, 2011, 03:26:52 pm »

Azkanan, again, YOU PUT MY CITY IN THE WRONG FUCKING PLACE.

I said 19, 56, not 59.

1. I quoted you directly without editing, at which point, it says 59.
2. Don't start F-bombing me for your own failures.


================

Guys,

1. You can not "Invest" into soldiers, they have to be "bought", ergo you have to have the full amount required to build the unit.
2. This point is my own fault, causing misinterpretation, but you can only change your focus on the next turn. ie, once I post the results of this turn, you can then change focus in your next post thereafter.

So, can Sayaks, Taricus and who-ever posted to change their focus, please amend their post  ;D
« Last Edit: October 21, 2011, 03:28:55 pm by Azkanan »
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Nirur Torir

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Re: Tribal Empires
« Reply #79 on: October 21, 2011, 03:47:44 pm »

2. This point is my own fault, causing misinterpretation, but you can only change your focus on the next turn. ie, once I post the results of this turn, you can then change focus in your next post thereafter.

Er ... alright, I guess, but why? You've kinda changed things after locking us into two turns of research (I was under the impression that food increased city harvesting zones). If anybody wants to get out of Science's slow growth with this government type (unstated beforehand), two turns of research are completely wasted. It's less severe for me, as an eventual -4 of food or resources, but still a bit annoying.
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Johnfalcon99977

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Re: Tribal Empires
« Reply #80 on: October 21, 2011, 03:48:20 pm »

Azkanan, I think I have found a fatal flaw in your game system. Look at the stats required for growth of any kind. Now look at our current resources. These numbers are absolutely insane. 100 food equals one extra person? Most players have only around +5 or so food income. Sure, we can get more resources via border pops, but thats in one hundred turns for most players. If you look at the numbers, a VERY large part of this game is going to be build up.

Unless you think you can crunch up to 10 turns a day.
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micelus

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Re: Tribal Empires
« Reply #81 on: October 21, 2011, 03:49:15 pm »

-Rename Village X to Gaddana

-All resources into roadworks
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Azkanan

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Re: Tribal Empires
« Reply #82 on: October 21, 2011, 03:58:34 pm »

2. This point is my own fault, causing misinterpretation, but you can only change your focus on the next turn. ie, once I post the results of this turn, you can then change focus in your next post thereafter.

Er ... alright, I guess, but why? You've kinda changed things after locking us into two turns of research (I was under the impression that food increased city harvesting zones). If anybody wants to get out of Science's slow growth with this government type (unstated beforehand), two turns of research are completely wasted. It's less severe for me, as an eventual -4 of food or resources, but still a bit annoying.

Alright. Stick to changing it next turn, and I'll convert any previous technological advances last turn and in the next, to your new focus.

Azkanan, I think I have found a fatal flaw in your game system. Look at the stats required for growth of any kind. Now look at our current resources. These numbers are absolutely insane. 100 food equals one extra person? Most players have only around +5 or so food income. Sure, we can get more resources via border pops, but thats in one hundred turns for most players. If you look at the numbers, a VERY large part of this game is going to be build up.

Unless you think you can crunch up to 10 turns a day.

Admittedly, I had only been concentrating on making sure those with +14 and such didn't wind up kicking out settlers every 3 turns.

I've decreased the requirement for X = +1 population (which is per turn, by the way) from 100 to 40.

Also, ignore this turn, and i'll have you updated at your proper location next turn, with any missed resources/food and such.
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Azkul

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Re: Tribal Empires
« Reply #83 on: October 21, 2011, 04:05:08 pm »

Quote
Spoiler (click to show/hide)

The player name is Azkul and the kingdom name is Cyrenaica



Rename Village X to Benghazi
Rename Warriors to National Guard



Azkul I would propose an alliance as not to go to war.
How will you expand?
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Nirur Torir

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Re: Tribal Empires
« Reply #84 on: October 21, 2011, 04:06:12 pm »

Alright. Stick to changing it next turn, and I'll convert any previous technological advances last turn and in the next, to your new focus.
Thanks.

Admittedly, I had only been concentrating on making sure those with +14 and such didn't wind up kicking out settlers every 3 turns.
Why not have a soft cap of cities based on government type? I'd probably go with a morale penalty for going over it that reduces resource income by a %, and the chance of rebels if garrisons are inadequate for oppression. Going slightly over wouldn't be particularly painful, but trying to control 10 cities with a 4 city cap would be quite difficult.
« Last Edit: October 21, 2011, 04:07:43 pm by Nirur Torir »
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RulerOfNothing

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Re: Tribal Empires
« Reply #85 on: October 21, 2011, 06:51:39 pm »

Can we give orders that last several turns? If so, what kind of extended orders can we give?
Also, in what order do things happen in each turn?
Also, I think I will keep my culture focus.
« Last Edit: October 21, 2011, 06:57:13 pm by RulerOfNothing »
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Elfeater

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Re: Tribal Empires
« Reply #86 on: October 21, 2011, 08:17:32 pm »

Name city Grome. Build a military unit.
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Neyvn

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Re: Tribal Empires
« Reply #87 on: October 21, 2011, 09:02:35 pm »

Name city Grome. Build a military unit.
For the 5th time as it has already been stated already before...
YOU CAN NOT INVEST TOWARDS MILITARY...

Units must be bought in bulk. So unless you have 12Food and 7Resourses. Which you don't.
You can't build a military unit...
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Johnfalcon99977

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Re: Tribal Empires
« Reply #88 on: October 21, 2011, 09:51:04 pm »

You'd think that units would only need Resources, because they were drawn from the existing population, but no.
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Tack

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Re: Tribal Empires
« Reply #89 on: October 21, 2011, 10:05:02 pm »




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]



Kato
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

-




- No Actions this turn.
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