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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 ... 5 6 [7] 8 9 ... 12

Author Topic: Tribal Empires  (Read 14674 times)

Elfeater

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  • Max Yeskly the dwarf
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Re: Tribal Empires
« Reply #90 on: October 21, 2011, 10:10:01 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...
... begin to research technology then?
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Johnfalcon99977

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  • The Herp Derp Assassin
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Re: Tribal Empires
« Reply #91 on: October 21, 2011, 10:17:28 pm »


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.

You do know that I am saying that almost EVERYTHING had this problem?


Put 12 Resources into Housing

Put all research into Military

Name Capital "Helgana"
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evilcherry

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Re: Tribal Empires
« Reply #92 on: October 21, 2011, 10:53:41 pm »


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.

You do know that I am saying that almost EVERYTHING had this problem?


Put 12 Resources into Housing

Put all research into Military

Name Capital "Helgana"
You got a real short fuse, mate.

Neyvn

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Re: Tribal Empires
« Reply #93 on: October 21, 2011, 11:01:24 pm »

Can I just ask ya all...
Where is this "Research" coming from???
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evilcherry

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Re: Tribal Empires
« Reply #94 on: October 21, 2011, 11:15:12 pm »

Can I just ask ya all...
Where is this "Research" coming from???
If this is EU3, then its from 1. your monarch 2. Taxes.

Azkul

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  • Also,
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Re: Tribal Empires
« Reply #95 on: October 22, 2011, 04:09:48 am »

Can I just ask ya all...
Where is this "Research" coming from???
If this is EU3, then its from 1. your monarch 2. Taxes.
It's not EU3
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Azkanan

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Re: Tribal Empires
« Reply #96 on: October 22, 2011, 04:26:19 am »

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.

Common sense is about as far as it goes.

Don't give an order that will last 50 turns, don't make huge, intricate plans, in fact, if you want to give them a big order, spell it out per turn, because I can't possibly remember every unit's "God Plan" for maneuvering the world. :D

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...
... begin to research technology then?

Please edit your turn post in the future, rather than posting a new one.

Put 12 Resources into Housing

Put all research into Military

Name Capital "Helgana"

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

Also *2, keep tossing your dick around in people's faces, and i'm going to kick it. Out of the game.

Let's keep this civil, and low-key on the childish whining.
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RulerOfNothing

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Re: Tribal Empires
« Reply #97 on: October 22, 2011, 04:32:46 am »

So can I get a clarification on Buffs? Do we get them when we reach the xp threshold for a specific area? Also, when the military buff says +5 to attack/defense, wouldn't that be rather powerful considering that Warriors are 1 atk 1 def, or am I missing something?

Also, can units be disbanded and the soldiers returned to civilian life?
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Azkanan

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Re: Tribal Empires
« Reply #98 on: October 22, 2011, 04:37:30 am »

So can I get a clarification on Buffs? Do we get them when we reach the xp threshold for a specific area? Also, when the military buff says +5 to attack/defense, wouldn't that be rather powerful considering that Warriors are 1 atk 1 def, or am I missing something?

Also, can units be disbanded and the soldiers returned to civilian life?

Buffs are bought instead of Boosts, yes.
Buffs are powerful, because they are the alternative to a level up in that tech group.
The +5 is temporary. By the time people can afford to get a +5 on the go, and have enough troops defending home to risk sending them out, the defender should have some fortifcations up, or a bunch of troops waiting.

Units can be disbanded, yes.
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cerapa

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Re: Tribal Empires
« Reply #99 on: October 22, 2011, 04:42:16 am »

Units can be disbanded, yes.
But will the pop go back?

Cause in that case you could disband them to get an additional 50 pop, which will increase the pop growth by a ridicilous amount compared to our current. And by the time anyone can reach your defenseless city, you will already have enough stuff to buy more soldiers.
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sayaks

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Re: Tribal Empires
« Reply #100 on: October 22, 2011, 04:44:45 am »

Uhm all into roads then.
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Azkanan

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Re: Tribal Empires
« Reply #101 on: October 22, 2011, 04:47:05 am »

Units can be disbanded, yes.
But will the pop go back?

Cause in that case you could disband them to get an additional 50 pop, which will increase the pop growth by a ridicilous amount compared to our current. And by the time anyone can reach your defenseless city, you will already have enough stuff to buy more soldiers.

Let's say 20% of the unit goes back into civilhood, whilst the others go wandering. ;D
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Azkanan

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Re: Tribal Empires
« Reply #102 on: October 22, 2011, 04:49:11 am »

   These people's turns have been passed for faulty turn choices, and any resources have been built up;
   
  • Elfeater - You can't spend resources on technology
  • JohnFalcon - You've been moved.
   
   IF YOU WANT TO CHANGE YOUR VILLAGE FOCUS, PLEASE DO SO ON THIS TURN
Research funds will be redirected to your new focus, as if it had been your original focus all along.

   

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

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

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
















































[spoiler=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: 10/100 xp [Lv1] [+5]
Science 0/100 xp [Lv1] [+0]
Military 2/100 xp [Lv1] [+1]
Naval 0/100 xp [Lv1]
Religion 0/100 xp [Lv1]
Government 0/100 xp [Lv1]



Elomienathi
Location: 64,2
Focus: Culture
Culture: 802 [+1/turn]

Food: 26/1000 [+13/turn] [Every 40 = +1 Pop/turn]
Population: 81.6 [+0/turn] [+1%]

Defence Bonus: 0%

Garrison
Warriors to Ese Mo˜ira [a1 | d1 | mov1]

Infrastructure
Housing: 1 [0/100r] [+1% Growth]
Roadworks: 0 [5/50r] [+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

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Re: Tribal Empires
« Reply #103 on: October 22, 2011, 04:51:05 am »

Change focus to Culture.
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RulerOfNothing

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Re: Tribal Empires
« Reply #104 on: October 22, 2011, 04:53:17 am »

Continue investing resources in fortifications.
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