Skyguy98
Spacefaring
Lord of the Skies (pic found by atrox)
Posts: 1,637
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Post by Skyguy98 on Nov 29, 2015 1:10:53 GMT
Ok, city name: Alluim Work: mountain Research: agriculture Build: settler Quick question are there barbarians? Not really. I decided that the map was a bit too small for them, and they'd be another variable in the experiment to keep track of. ok just figured I'd ask
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The_Wayward_Admiral
Spacefaring
The_Real_Slim_Shady
Atrox drew this awesome image of the Keldori!
Posts: 1,011
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Post by The_Wayward_Admiral on Nov 29, 2015 2:08:25 GMT
Work: Mountain Research: Agriculture Build: Settler
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Post by StealthStyleL on Nov 29, 2015 9:44:01 GMT
Turn 1: Work: Mountain Research: Agriculture Build: Settler
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Post by Redwatt50 on Nov 29, 2015 15:12:08 GMT
Work: Mountains Research: Agriculture Build: Settler
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Post by Atrox on Dec 1, 2015 22:44:57 GMT
Sorry for the delay everyone, it's been...difficult...to post. I'll try to be more punctual.
Tile: Grassland Sand: Settler Research: Agriculture
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Post by mitobox on Dec 2, 2015 1:27:34 GMT
Turn 2: The tile you've chosen to work on now has an outline in your species's color. To explain Wealth: Wealth produces Gold each turn. Player StatsStealthstylel (Tyrrd):Gold: 0 Science: 0 City 1: Vorkuta -City Health: 100 -Population: 1 -Next Pop. Growth In: 12 Turns -Food: 0 -Production: 2 -Wealth: 0 -Garrisoned Unit: Settler 1 -Current Production: Settler (Finished) --Settler: 3 Turns: Unable to defend itself, but can establish a new city. --Platoon: 3 Turns: A platoon of warriors. --Granary: 8 turns: A building used to store and secure harvested crops in a centralized place. Generates +1 Food in its city. Settler 1 -Health: 100 -Garrisoned in Vorkuta Current Research: Agriculture (Finished) -Record Keeping: 5 Turns: An actual planned research option for Thrive. Takes the form of written words and numbers. Allows for more sophisticated societies. Namely unlocks the Market building, which generates a passive +1 Wealth in its city. -Archery: 3 Turns: Your species discovers how to craft bows for ranged defense. Allows cities to defend themselves against adjacent tiles. -Mining: 3 Turns: Your species discovers methods to obtain raw materials from the earth. Allows the Mine building, which generates +1 Wealth from adjacent Mountain tiles. The_Wayward_Admiral (Eikoow)Gold: 0 Science: 0 City 1: Wroshyr -City Health: 100 Population: 1 -Next Pop. Growth In: 12 Turns -Food: 0 -Production: 2 -Wealth: 0 -Garrisoned Unit: Settler 1 -Current Production: Settler (Finished) --Settler: 3 Turns: Unable to defend itself, but can establish a new city. --Platoon: 3 Turns: A platoon of warriors. --Granary: 8 turns: A building used to store and secure harvested crops in a centralized place. Generates +1 Food in its city. Settler 1 -Health: 100 -Garrisoned in Wroshyr Current Research: Agriculture (Finished) -Record Keeping: 5 Turns: An actual planned research option for Thrive. Takes the form of written words and numbers. Allows for more sophisticated societies. Namely unlocks the Market building, which generates a passive +1 Wealth in its city. -Archery: 3 Turns: Your species discovers how to craft bows for ranged defense. Allows cities to defend themselves against adjacent tiles. -Mining: 3 Turns: Your species discovers methods to obtain raw materials from the earth. Allows the Mine building, which generates +1 Wealth from adjacent mountain tiles.
redwatt50 (Sorcientle)Gold: 0 Science: 0 City 1: -City Health: 100 -Population: 1 -Next Pop. Growth In: 12 Turns -Food: 0 -Production: 2 -Wealth: 0 -Garrisoned Unit: Settler 1 -Current Production: Settler (Finished) --Settler: 4 Turns: Unable to defend itself, but can establish a new city. --Platoon: 4 Turns: A platoon of warriors. --Granary: 8 turns: A building used to store and secure harvested crops in a centralized place. Generates +1 Food in its city. Settler 1 -Health: 100 -Garrisoned in City 1 Current Research: Agriculture (Finished) -Record Keeping: 5 Turns: An actual planned research option for Thrive. Takes the form of written words and numbers. Allows for more sophisticated societies. Namely unlocks the Market building, which generates a passive +1 Wealth in its city. -Archery: 3 Turns: Your species discovers how to craft bows for ranged defense. Allows cities to defend themselves against adjacent tiles. -Mining: 3 Turns: Your species discovers methods to obtain raw materials from the earth. Allows the Mine building, which generates +1 Wealth from
Atrox (Tesline)Gold: 0 Science: 0 City 1 -City Health: 100 -Population: 1 -Next Pop. Growth In: 10 Turns -Food: 2 -Production: 0 -Wealth: 0 -Garrisoned Unit: Settler 1 -Current Production: Settler (Finished) --Settler: 3 Turns: Unable to defend itself, but can establish a new city. --Platoon: 3 Turns: A platoon of warriors. --Granary: 10 turns: A building used to store and secure harvested crops in a centralized place. Generates +1 Food in its city. Settler 1 -Health: 100 -Garrisoned in City 1 Current Research: Agriculture (Finished) -Record Keeping: 5 Turns: An actual planned research option for Thrive. Takes the form of written words and numbers. Allows for more sophisticated societies. Namely unlocks the Market building, which generates a passive +1 Wealth in its city. -Archery: 3 Turns: Your species discovers how to craft bows for ranged defense. Allows cities to defend themselves against adjacent tiles. -Mining: 3 Turns: Your species discovers methods to obtain raw materials from the earth. Allows the Mine building, which generates +1 Wealth from skyguy98 (Halli)Gold: 0 Science: 0 City 1 -City Health: 100 -Population: 1 -Next Pop. Growth In: 12 Turns -Food: 0 -Production: 2 -Wealth: 0 -Garrisoned Unit: Settler 1 -Current Production: Settler (Finished) --Settler: 3 Turns: Unable to defend itself, but can establish a new city. --Platoon: 3 Turns: A platoon of warriors. --Granary: 8 turns: A building used to store and secure harvested crops in a centralized place. Generates +1 Food in its city. Settler 1 -Health: 100 -Garrisoned in City 1 Current Research: Agriculture (Finished) -Record Keeping: 5 Turns: An actual planned research option for Thrive. Takes the form of written words and numbers. Allows for more sophisticated societies. Namely unlocks the Market building, which generates a passive +1 Wealth in its city. -Archery: 3 Turns: Your species discovers how to craft bows for ranged defense. Allows cities to defend themselves against adjacent tiles. -Mining: 3 Turns: Your species discovers methods to obtain raw materials from the earth. Allows the Mine building, which generates +1 Wealth from
I did some copying and pasting, so correct me if I'm wrong on something. To move your Settler somewhere, pick a direction (top right, straight right, bottom right, etc.). EDIT: Whoops, accidentally made Stealthstylel's work tile the grassland to the left... Will fix that next turn.
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Skyguy98
Spacefaring
Lord of the Skies (pic found by atrox)
Posts: 1,637
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Post by Skyguy98 on Dec 2, 2015 2:18:28 GMT
Unit 1 move upper left Produce granary Research mining
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The_Wayward_Admiral
Spacefaring
The_Real_Slim_Shady
Atrox drew this awesome image of the Keldori!
Posts: 1,011
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Post by The_Wayward_Admiral on Dec 2, 2015 2:29:55 GMT
Movement: Settler move one tile west Production: Platoon Research: Mining
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Post by StealthStyleL on Dec 2, 2015 22:38:21 GMT
Move Settler 1 directly left Production: Platoon Research: Archery
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Post by Redwatt50 on Dec 4, 2015 0:57:32 GMT
- Move my settler left
- Produce granary
- Research
mining record keeping
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Post by Atrox on Dec 4, 2015 1:25:07 GMT
I'd like to move my settler into the forest to the left, produce a granary, and research record keeping.
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Post by mitobox on Dec 4, 2015 2:22:57 GMT
Turn 3: Player Stats:Stealthstylel (Tyrrd):Gold: 0 Science: 0 City 1: Vorkuta -City Health: 100 -Population: 1 -Next Pop. Growth In: 11 Turns -Food: 0 -Production: 2 -Wealth: 0 -Garrisoned Unit: None -Current Production: Platoon (2 Turns) --Settler: 3 Turns: Unable to defend itself, but can establish a new city. --Platoon: 3 Turns: A platoon of warriors. --Granary: 8 turns: A building used to store and secure harvested crops in a centralized place. Generates +1 Food in its city. Settler 1 -Health: 100 Current Research: Archery (2 Turns) -Record Keeping: 5 Turns: An actual planned research option for Thrive. Takes the form of written words and numbers. Allows for more sophisticated societies. Namely unlocks the Market building, which generates a passive +1 Wealth in its city. -Archery: 3 Turns: Your species discovers how to craft bows for ranged defense. Allows cities to defend themselves against adjacent tiles. -Mining: 3 Turns: Your species discovers methods to obtain raw materials from the earth. Allows the Mine building, which generates +1 Wealth from adjacent Mountain tiles.
The_Wayward_Admiral (Eikoow):Gold: 0 Science: 0 City 1: Wroshyr -City Health: 100 -Population: 1 -Next Pop. Growth In: 11 Turns -Food: 0 -Production: 2 -Wealth: 0 -Garrisoned Unit: None -Current Production: Platoon (2 Turns) --Settler: 3 Turns: Unable to defend itself, but can establish a new city. --Platoon: 3 Turns: A platoon of warriors. --Granary: 8 turns: A building used to store and secure harvested crops in a centralized place. Generates +1 Food in its city. Settler 1 -Health: 100 Current Research: Mining (2 Turns) -Record Keeping: 5 Turns: An actual planned research option for Thrive. Takes the form of written words and numbers. Allows for more sophisticated societies. Namely unlocks the Market building, which generates a passive +1 Wealth in its city. -Archery: 3 Turns: Your species discovers how to craft bows for ranged defense. Allows cities to defend themselves against adjacent tiles. -Mining: 3 Turns: Your species discovers methods to obtain raw materials from the earth. Allows the Mine building, which generates +1 Wealth from adjacent Mountain tiles.
redwatt50 (Sorcientle):
Gold: 0 Science: 0 City 1 -City Health: 100 -Population: 1 -Next Pop. Growth In: 11 Turns -Food: 0 -Production: 2 -Wealth: 0 -Garrisoned Unit: None -Current Production: Granary (7 Turns) --Settler: 3 Turns: Unable to defend itself, but can establish a new city. --Platoon: 3 Turns: A platoon of warriors. --Granary: 8 turns: A building used to store and secure harvested crops in a centralized place. Generates +1 Food in its city. Settler 1 -Health: 100 Current Research: Record Keeping (4 Turns) -Record Keeping: 5 Turns: An actual planned research option for Thrive. Takes the form of written words and numbers. Allows for more sophisticated societies. Namely unlocks the Market building, which generates a passive +1 Wealth in its city. -Archery: 3 Turns: Your species discovers how to craft bows for ranged defense. Allows cities to defend themselves against adjacent tiles. -Mining: 3 Turns: Your species discovers methods to obtain raw materials from the earth. Allows the Mine building, which generates +1 Wealth from adjacent Mountain tiles.
Atrox (Tesline):Gold: 0 Science: 0 City 1 -City Health: 100 -Population: 1 -Next Pop. Growth In: 9 Turns -Food: 2 -Production: 0 -Wealth: 0 -Garrisoned Unit: None -Current Production: Granary (9 Turns) --Settler: 4 Turns: Unable to defend itself, but can establish a new city. --Platoon: 4 Turns: A platoon of warriors. --Granary: 10 turns: A building used to store and secure harvested crops in a centralized place. Generates +1 Food in its city. Settler 1 -Health: 100 Current Research: Record Keeping (4 Turns) -Record Keeping: 5 Turns: An actual planned research option for Thrive. Takes the form of written words and numbers. Allows for more sophisticated societies. Namely unlocks the Market building, which generates a passive +1 Wealth in its city. -Archery: 3 Turns: Your species discovers how to craft bows for ranged defense. Allows cities to defend themselves against adjacent tiles. -Mining: 3 Turns: Your species discovers methods to obtain raw materials from the earth. Allows the Mine building, which generates +1 Wealth from adjacent Mountain tiles.
skyguy98 (Halli):Gold: 0 Science: 0 City 1: Allium -City Health: 100 -Population: 1 -Next Pop. Growth In: 12 Turns -Food: 0 -Production: 2 -Wealth: 0 -Garrisoned Unit: None -Current Production: Granary (7 Turns) --Settler: 3 Turns: Unable to defend itself, but can establish a new city. --Platoon: 3 Turns: A platoon of warriors. --Granary: 8 turns: A building used to store and secure harvested crops in a centralized place. Generates +1 Food in its city. Settler 1 -Health: 100 Current Research: Mining (2 Turns) -Record Keeping: 5 Turns: An actual planned research option for Thrive. Takes the form of written words and numbers. Allows for more sophisticated societies. Namely unlocks the Market building, which generates a passive +1 Wealth in its city. -Archery: 3 Turns: Your species discovers how to craft bows for ranged defense. Allows cities to defend themselves against adjacent tiles. -Mining: 3 Turns: Your species discovers methods to obtain raw materials from the earth. Allows the Mine building, which generates +1 Wealth from adjacent Mountain tiles.
As before, point out any errors.
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The_Wayward_Admiral
Spacefaring
The_Real_Slim_Shady
Atrox drew this awesome image of the Keldori!
Posts: 1,011
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Post by The_Wayward_Admiral on Dec 4, 2015 2:24:44 GMT
Movement: Settler one tile west
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Skyguy98
Spacefaring
Lord of the Skies (pic found by atrox)
Posts: 1,637
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Post by Skyguy98 on Dec 4, 2015 2:32:43 GMT
Settler right one
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Post by Redwatt50 on Dec 4, 2015 23:52:02 GMT
Can I just have my settler create at city where it currently is? If so, I'd like to do that.
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Post by Atrox on Dec 5, 2015 0:09:02 GMT
Alright let's see.... Can I research two things at once? If so I'd like to research archery... And form a platoon?
Unless I'm not allowed to do any of these things? What am I allowed to do?
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Post by mitobox on Dec 5, 2015 0:54:00 GMT
Alright let's see.... Can I research two things at once? If so I'd like to research archery... And form a platoon? Unless I'm not allowed to do any of these things? What am I allowed to do? You can cancel your current production or research at any time to do something else, but you'd have to restart that other thing the next time you want it. You could look for an ideal spot for your settler to, uh, settle, and then start making that other thing that you want, if you don't feel like giving up that granary.
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Post by StealthStyleL on Dec 5, 2015 9:39:19 GMT
Settler 1 move left
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Post by Atrox on Dec 6, 2015 4:32:57 GMT
I'd like my settler to head over to the southeastern grasslands.
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Post by mitobox on Dec 6, 2015 5:03:09 GMT
Turn 4: As the Tesline settlers roam the plains of Mulgore, the Tyyrd expedition bickers over who left all the fur coats at home. Meanwhile, the Sorcientle are the first to establish a second Society Center. Time will tell if they reenact Boatmurdered. Player StatsStealthstylel (Tyrrd):Gold: 0 Science: 0 City 1: Vorkuta -City Health: 100 -Population: 1 -Next Pop. Growth In: 10 Turns -Food: 0 -Production: 2 -Wealth: 0 -Garrisoned Unit: None -Current Production: Platoon (1 Turns) --Settler: 3 Turns: Unable to defend itself, but can establish a new city. --Platoon: 3 Turns: A platoon of warriors. --Granary: 8 turns: A building used to store and secure harvested crops in a centralized place. Generates +1 Food in its city. Settler 1 -Health: 100 Current Research: Archery (1 Turns) -Record Keeping: 5 Turns: An actual planned research option for Thrive. Takes the form of written words and numbers. Allows for more sophisticated societies. Namely unlocks the Market building, which generates a passive +1 Wealth in its city. -Archery: 3 Turns: Your species discovers how to craft bows for ranged defense. Allows cities to defend themselves against adjacent tiles. -Mining: 3 Turns: Your species discovers methods to obtain raw materials from the earth. Allows the Mine building, which generates +1 Wealth from adjacent Mountain tiles.
The_Wayward_Admiral (Eikoow):Gold: 0 Science: 0 City 1: Wroshyr -City Health: 100 -Population: 1 -Next Pop. Growth In: 10 Turns -Food: 0 -Production: 2 -Wealth: 0 -Garrisoned Unit: None -Current Production: Platoon (1 Turns) --Settler: 3 Turns: Unable to defend itself, but can establish a new city. --Platoon: 3 Turns: A platoon of warriors. --Granary: 8 turns: A building used to store and secure harvested crops in a centralized place. Generates +1 Food in its city. Settler 1 -Health: 100 Current Research: Mining (1 Turns) -Record Keeping: 5 Turns: An actual planned research option for Thrive. Takes the form of written words and numbers. Allows for more sophisticated societies. Namely unlocks the Market building, which generates a passive +1 Wealth in its city. -Archery: 3 Turns: Your species discovers how to craft bows for ranged defense. Allows cities to defend themselves against adjacent tiles. -Mining: 3 Turns: Your species discovers methods to obtain raw materials from the earth. Allows the Mine building, which generates +1 Wealth from adjacent Mountain tiles.
reddwatt50 (Sorcientle):Gold: 0 Science: 0 City 1 -City Health: 100 -Population: 1 -Next Pop. Growth In: 10 Turns -Food: 0 -Production: 2 -Wealth: 0 -Garrisoned Unit: None -Current Production: Granary (6 Turns) --Settler: 3 Turns: Unable to defend itself, but can establish a new city. --Platoon: 3 Turns: A platoon of warriors. --Granary: 8 turns: A building used to store and secure harvested crops in a centralized place. Generates +1 Food in its city. City 2 -City Health: 100 -Population: 1 -Next Pop. Growth In: 13 Turns -Food: 0 -Production: 0 -Wealth: 0 -Garrisoned Unit: None -Current Production: None --Settler: 4 Turns: Unable to defend itself, but can establish a new city. --Platoon: 4 Turns: A platoon of warriors. --Granary: 10 turns: A building used to store and secure harvested crops in a centralized place. Generates +1 Food in its city. Settler 1 -Health: 100 Current Research: Record Keeping (3 Turns) -Record Keeping: 5 Turns: An actual planned research option for Thrive. Takes the form of written words and numbers. Allows for more sophisticated societies. Namely unlocks the Market building, which generates a passive +1 Wealth in its city. -Archery: 3 Turns: Your species discovers how to craft bows for ranged defense. Allows cities to defend themselves against adjacent tiles. -Mining: 3 Turns: Your species discovers methods to obtain raw materials from the earth. Allows the Mine building, which generates +1 Wealth from adjacent Mountain tiles.
Atrox (Tesline):Gold: 0 Science: 0 City 1 -City Health: 100 -Population: 1 -Next Pop. Growth In: 8 Turns -Food: 2 -Production: 0 -Wealth: 0 -Garrisoned Unit: None -Current Production: Granary (8 Turns) --Settler: 4 Turns: Unable to defend itself, but can establish a new city. --Platoon: 4 Turns: A platoon of warriors. --Granary: 10 turns: A building used to store and secure harvested crops in a centralized place. Generates +1 Food in its city. Settler 1 -Health: 100 Current Research: Record Keeping (3 Turns) -Record Keeping: 5 Turns: An actual planned research option for Thrive. Takes the form of written words and numbers. Allows for more sophisticated societies. Namely unlocks the Market building, which generates a passive +1 Wealth in its city. -Archery: 3 Turns: Your species discovers how to craft bows for ranged defense. Allows cities to defend themselves against adjacent tiles. -Mining: 3 Turns: Your species discovers methods to obtain raw materials from the earth. Allows the Mine building, which generates +1 Wealth from adjacent Mountain tiles.
skyguy98 (Halli):Gold: 0 Science: 0 City 1 -City Health: 100 -Population: 1 -Next Pop. Growth In: 10 Turns -Food: 0 -Production: 2 -Wealth: 0 -Garrisoned Unit: None -Current Production: Granary (6 Turns) --Settler: 3 Turns: Unable to defend itself, but can establish a new city. --Platoon: 3 Turns: A platoon of warriors. --Granary: 8 turns: A building used to store and secure harvested crops in a centralized place. Generates +1 Food in its city. Settler 1 -Health: 100 Current Research: Mining (1 Turns) -Record Keeping: 5 Turns: An actual planned research option for Thrive. Takes the form of written words and numbers. Allows for more sophisticated societies. Namely unlocks the Market building, which generates a passive +1 Wealth in its city. -Archery: 3 Turns: Your species discovers how to craft bows for ranged defense. Allows cities to defend themselves against adjacent tiles. -Mining: 3 Turns: Your species discovers methods to obtain raw materials from the earth. Allows the Mine building, which generates +1 Wealth from adjacent Mountain tiles.
redwatt50, don't forget to choose your work tile for City 2. EDIT: And production, too. Tile picking just sounded like the easiest to miss.
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