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Post by mitobox on Dec 23, 2015 3:55:12 GMT
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Post by StealthStyleL on Dec 23, 2015 9:34:53 GMT
Sorry everyone, I forgot. Platoon 1 move left.
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Post by mitobox on Dec 23, 2015 19:14:56 GMT
Turn 9: Player StatsStealthstylel (Tyrrd):Gold: 0 Science: 0
City 1: Vorkuta -City Health: 100 -Population: 1 -Next Pop. Growth In: 5 Turns -Food: 0 -Production: 2 -Wealth: 0 -Garrisoned Unit: None -Buildings: None -Current Production: Granary (5 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: Tuba -City Health: 100 -Population: 1 -Next Pop. Growth In: 9 Turns -Food: 1 -Production: 1 -Wealth: 0 -Garrisoned Unit: None -Buildings: None -Current Production: Settler (1 Turns) --Settler: 3 Turns: Unable to defend itself, but can establish a new city. --Platoon: 4 Turns: A platoon of warriors. --Granary: 9 turns: A building used to store and secure harvested crops in a centralized place. Generates +1 Food in its city.
Platoon 1 -Health: 100
Current Research: Finished (Mining) -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. -Mathematics: 7 Turns: Your species becomes more knowledgeable in how numbers work. Namely allows you to produce Siege Engines, which can reduce Society Center health faster than a Platoon can. -Bronzeworking: 5 Turns: You discover the secrets of metal smithing. Your Platoons have the dice advantage against other players without this research.
The_Wayward_Admiral (Eikoow):Gold: 0 Science: 0
City 1: Wroshyr -City Health: 100 -Population: 1 -Next Pop. Growth In: 6 Turns -Food: 0 -Production: 2 -Wealth: 0 -Garrisoned Unit: None -Buildings: -Current Production: Granary (5 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. --Mine: 8 Turns: A supported tunnel into a mineral resource deposit. Generates +1 Wealth for every mountain tile being worked by the city.
City 2: Ysalamir -City Health: 100 -Population: 1 -Next Pop. Growth In: 10 Turns -Food: 0 -Production: 2 -Wealth: 0 -Garrisoned Unit: None -Buildings: None -Current Production: Mine (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. --Mine: 8 Turns: A supported tunnel into a mineral resource deposit. Generates +1 Wealth for every mountain tile being worked by the city.
Platoon 1 -Health: 100
Current Research: Finished (Archery) -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. -Bronzeworking: 5 Turns: You discover the secrets of metal smithing. Your Platoons have the dice advantage against other players without this research. -Mathematics: 7 Turns: Your species becomes more knowledgeable in how numbers work. Namely allows you to produce Siege Engines, which can reduce Society Center health faster than a Platoon can.
reddwatt50 (Sorcientle):Gold: 0 Science: 0
City 1 -City Health: 100 -Population: 1 -Next Pop. Growth In: 6 Turns -Food: 0 -Production: 2 -Wealth: 0 -Garrisoned Unit: None -Buildings: None -Current Production: Granary (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.
City 2 -City Health: 100 -Population: 1 -Next Pop. Growth In: 8 Turns -Food: 1 -Production: 1 -Wealth: 0 -Garrisoned Unit: Settler 2 -Buildings: None -Current Production: Platoon (4 Turns) --Settler: 3 Turns: Unable to defend itself, but can establish a new city. --Platoon: 4 Turns: A platoon of warriors. --Granary: 9 turns: A building used to store and secure harvested crops in a centralized place. Generates +1 Food in its city.
Settler 2: -Health: 100
Current Research: Archery (3 Turns) -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. -Sailing: 7 Turns: Your species discovers the secrets of maritime travel. Unlocks the Scout Vessel sea unit, capable of transporting one settler or platoon.
limeyhoney (Tesline):Gold: 0 Science: 0
City 1 -City Health: 100 -Population: 1 -Next Pop. Growth In: 4 Turns -Food: 2 -Production: 0 -Wealth: 0 -Garrisoned Unit: Platoon 1 -Buildings: None -Current Production: Finished (Platoon) --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. --Market: 10 Turns: A center of commerce. Produces +1 Wealth in your city.
City 2 -City Health: 100 -Population: 1 -Next Pop. Growth in: 11 Turns -Food: 1 -Production: 1 -Wealth: 0 -Garrisoned Unit: None -Buildings: None -Current Production:Granary (7 Turns) --Settler: 3 Turns: Unable to defend itself, but can establish a new city. --Platoon: 4 Turns: A platoon of warriors. --Granary: 9 turns: A building used to store and secure harvested crops in a centralized place. Generates +1 Food in its city. --Market: 9 Turns: A center of commerce. Produces +1 Wealth in your city.
Platoon 1 -Health: 100 -Garrisoned In: City 1
Current Research: Archery(2 Turns) -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. -Sailing: 7 Turns: Your species discovers the secrets of maritime travel. Unlocks the Scout Vessel sea unit, capable of transporting one settler or platoon.
skyguy98 (Halli):Gold: 0 Science: 0
City 1 -City Health: 100 -Population: 1 -Next Pop. Growth In: 6 Turns -Food: 0 -Production: 2 -Wealth: 0 -Garrisoned Unit: None -Buildings: None -Current Production: Granary (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.
City 2: Gali -City Health: 100 -Population: 1 -Next Pop. Growth in: 11 Turns -Food: 0 -Production: 2 -Wealth: 0 -Garrisoned Unit: None -Buildings: 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.
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. -Bronzeworking: 5 Turns: You discover the secrets of metal smithing. Your Platoons have the dice advantage against other players without this research.
As always, if I made any mistakes, tell me.
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Post by limeyhoney on Dec 23, 2015 19:41:19 GMT
Platoon to F2, Build a settler in city 1 please.
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Post by Redwatt50 on Dec 23, 2015 21:49:19 GMT
Move settler 2 to M3
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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 23, 2015 23:46:20 GMT
Move platoon to E8. There should not be a garrison in Wroshyr. I would like to research bronze working.
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Post by mitobox on Dec 24, 2015 1:49:47 GMT
Move platoon to E8. There should not be a garrison in Wroshyr. I would like to research bronze working. Thanks. Fix'd.
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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 24, 2015 1:51:56 GMT
Thanks!
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Post by StealthStyleL on Dec 24, 2015 18:27:51 GMT
I don't want to move anywhere but I would like to research bronze working.
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Post by mitobox on Dec 29, 2015 4:44:01 GMT
Will post next round when I get back home to my computer. It'll probably be after New Years, however.
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Post by mitobox on Jan 3, 2016 5:14:26 GMT
Turn 10: While the Eikoow platoon reaches the extent of the central desert, the Sorcientle settlers have discovered an expanse of blue. Player Stats Stealthstylel (Tyrrd):
Gold: 0
Science: 0
City 1: Vorkuta
-City Health: 100
-Population: 1
-Next Pop. Growth In: 4 Turns
-Food: 0
-Production: 2
-Wealth: 0
-Garrisoned Unit: None
-Buildings: None
-Current Production: Granary (4 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: Tuba
-City Health: 100
-Population: 1
-Next Pop. Growth In: 8 Turns
-Food: 1
-Production: 1
-Wealth: 0
-Garrisoned Unit: None
-Buildings: Settler 3 -Current Production: Finished (Settler)
--Settler: 3 Turns: Unable to defend itself, but can establish a new city.
--Platoon: 4 Turns: A platoon of warriors.
--Granary: 9 turns: A building used to store and secure harvested crops in a centralized place. Generates +1 Food in its city.
Platoon 1
-Health: 100
Settler 3 -Health: 100 -Garrisoned in Tuba.
Current Research: Bronzeworking (5 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.
-Mathematics: 7 Turns: Your species becomes more knowledgeable in how numbers work. Namely allows you to produce Siege Engines, which can reduce Society Center health faster than a Platoon can.
-Bronzeworking: 5 Turns: You discover the secrets of metal smithing. Your Platoons have the dice advantage against other players without this research.
The_Wayward_Admiral (Eikoow):
Gold: 0
Science: 0
City 1: Wroshyr
-City Health: 100
-Population: 1
-Next Pop. Growth In: 5 Turns
-Food: 0
-Production: 2
-Wealth: 0
-Garrisoned Unit: None
-Buildings:
-Current Production: Granary (4 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.
--Mine: 8 Turns: A supported tunnel into a mineral resource deposit. Generates +1 Wealth for every mountain tile being worked by the city.
City 2: Ysalamir
-City Health: 100
-Population: 1
-Next Pop. Growth In: 9 Turns
-Food: 0
-Production: 2
-Wealth: 0
-Garrisoned Unit: None
-Buildings: None
-Current Production: Mine (5 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.
--Mine: 8 Turns: A supported tunnel into a mineral resource deposit. Generates +1 Wealth for every mountain tile being worked by the city.
Platoon 1
-Health: 100
Current Research: Bronzeworking (5 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.
-Bronzeworking: 5 Turns: You discover the secrets of metal smithing. Your Platoons have the dice advantage against other players without this research.
-Mathematics: 7 Turns: Your species becomes more knowledgeable in how numbers work. Namely allows you to produce Siege Engines, which can reduce Society Center health faster than a Platoon can.
reddwatt50 (Sorcientle):
Gold: 0
Science: 0
City 1
-City Health: 100
-Population: 1
-Next Pop. Growth In: 5 Turns
-Food: 0
-Production: 2
-Wealth: 0
-Garrisoned Unit: None
-Buildings: None
-Current Production: Finished (Granary)
--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: 7 Turns
-Food: 1
-Production: 1
-Wealth: 0
-Garrisoned Unit: Settler 2
-Buildings: None
-Current Production: Platoon (3 Turns)
--Settler: 3 Turns: Unable to defend itself, but can establish a new city.
--Platoon: 4 Turns: A platoon of warriors.
--Granary: 9 turns: A building used to store and secure harvested crops in a centralized place. Generates +1 Food in its city.
Settler 2:
-Health: 100
Current Research: Archery (2 Turns)
-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.
-Sailing: 7 Turns: Your species discovers the secrets of maritime travel. Unlocks the Scout Vessel sea unit, capable of transporting one settler or platoon.
limeyhoney (Tesline):
Gold: 0
Science: 0
City 1
-City Health: 100
-Population: 1
-Next Pop. Growth In: 3 Turns
-Food: 2
-Production: 0
-Wealth: 0
-Garrisoned Unit: Platoon 1
-Buildings: None
-Current Production: Settler (4 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.
--Market: 10 Turns: A center of commerce. Produces +1 Wealth in your city.
City 2
-City Health: 100
-Population: 1
-Next Pop. Growth in: 11 Turns
-Food: 1
-Production: 1
-Wealth: 0
-Garrisoned Unit: None
-Buildings: None
-Current Production:Granary (6 Turns)
--Settler: 3 Turns: Unable to defend itself, but can establish a new city.
--Platoon: 4 Turns: A platoon of warriors.
--Granary: 9 turns: A building used to store and secure harvested crops in a centralized place. Generates +1 Food in its city.
--Market: 9 Turns: A center of commerce. Produces +1 Wealth in your city.
Platoon 1
-Health: 100
Current Research: Archery(2 Turns)
-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.
-Sailing: 7 Turns: Your species discovers the secrets of maritime travel. Unlocks the Scout Vessel sea unit, capable of transporting one settler or platoon.
skyguy98 (Halli):
Gold: 0
Science: 0
City 1
-City Health: 100
-Population: 1
-Next Pop. Growth In: 5 Turns
-Food: 0
-Production: 2
-Wealth: 0
-Garrisoned Unit: None
-Buildings: None
-Current Production: Granary (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.
City 2: Gali
-City Health: 100
-Population: 1
-Next Pop. Growth in: 10 Turns
-Food: 0
-Production: 2
-Wealth: 0
-Garrisoned Unit: None
-Buildings: None
-Current Production: Granary (5 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.
Current Research: Record Keeping (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.
-Bronzeworking: 5 Turns: You discover the secrets of metal smithing. Your Platoons have the dice advantage against other players without this research.
As always, if I made any mistakes, tell me.
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Post by limeyhoney on Jan 3, 2016 23:37:43 GMT
Platoon 1 to F3.
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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 Jan 3, 2016 23:40:11 GMT
Platoon 1 one tile west to E7.
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Post by Redwatt50 on Jan 3, 2016 23:40:44 GMT
Move settler 2 to N2 Build another granary in city 1
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Post by mitobox on Jan 5, 2016 0:10:59 GMT
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Post by StealthStyleL on Jan 5, 2016 23:02:09 GMT
Tuba produce platoon. Settler 3 move West
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Post by mitobox on Jan 7, 2016 3:03:03 GMT
Move settler 2 to N2 Build another granary in city 1 A tad late for me to say this, but you can only have one of each type of building (like the Civilization games). Forgot to remove the option since it's the first building anyone's built...
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Post by Redwatt50 on Jan 9, 2016 0:16:27 GMT
Move settler 2 to N2 Build another granary in city 1 A tad late for me to say this, but you can only have one of each type of building (like the Civilization games). Forgot to remove the option since it's the first building anyone's built... Okay then, I'll build a platoon.
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Post by mitobox on Jan 13, 2016 2:25:29 GMT
Turn 11: Player Stats
Stealthstylel (Tyrrd):
Gold: 0
Science: 0
City 1: Vorkuta
-City Health: 100
-Population: 1
-Next Pop. Growth In: 3 Turns
-Food: 0
-Production: 2
-Wealth: 0
-Garrisoned Unit: None
-Buildings: None
-Current Production: Granary (3 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: Tuba
-City Health: 100
-Population: 1
-Next Pop. Growth In: 7 Turns
-Food: 1
-Production: 1
-Wealth: 0
-Garrisoned Unit: None
-Buildings: Settler 3
-Current Production: Platoon (4 Turns)
--Settler: 3 Turns: Unable to defend itself, but can establish a new city.
--Platoon: 4 Turns: A platoon of warriors.
--Granary: 9 turns: A building used to store and secure harvested crops in a centralized place. Generates +1 Food in its city.
Platoon 1
-Health: 100
Settler 3
-Health: 100
Current Research: Bronzeworking (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.
-Mathematics: 7 Turns: Your species becomes more knowledgeable in how numbers work. Namely allows you to produce Siege Engines, which can reduce Society Center health faster than a Platoon can.
-Bronzeworking: 5 Turns: You discover the secrets of metal smithing. Your Platoons have the dice advantage against other players without this research.
The_Wayward_Admiral (Eikoow):
Gold: 0
Science: 0
City 1: Wroshyr
-City Health: 100
-Population: 1
-Next Pop. Growth In: 4 Turns
-Food: 0
-Production: 2
-Wealth: 0
-Garrisoned Unit: None
-Buildings:
-Current Production: Granary (3 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.
--Mine: 8 Turns: A supported tunnel into a mineral resource deposit. Generates +1 Wealth for every mountain tile being worked by the city.
City 2: Ysalamir
-City Health: 100
-Population: 1
-Next Pop. Growth In: 8 Turns
-Food: 0
-Production: 2
-Wealth: 0
-Garrisoned Unit: None
-Buildings: None
-Current Production: Mine (4 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.
--Mine: 8 Turns: A supported tunnel into a mineral resource deposit. Generates +1 Wealth for every mountain tile being worked by the city.
Platoon 1
-Health: 100
Current Research: Bronzeworking (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.
-Bronzeworking: 5 Turns: You discover the secrets of metal smithing. Your Platoons have the dice advantage against other players without this research.
-Mathematics: 7 Turns: Your species becomes more knowledgeable in how numbers work. Namely allows you to produce Siege Engines, which can reduce Society Center health faster than a Platoon can.
reddwatt50 (Sorcientle):
Gold: 0
Science: 0
City 1
-City Health: 100
-Population: 1
-Next Pop. Growth In: 4 Turns
-Food: 0
-Production: 2
-Wealth: 0
-Garrisoned Unit: None
-Buildings: None
-Current Production: Platoon (3 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: 6 Turns
-Food: 1
-Production: 1
-Wealth: 0
-Garrisoned Unit: Settler 2
-Buildings: None
-Current Production: Platoon (2 Turns)
--Settler: 3 Turns: Unable to defend itself, but can establish a new city. --Platoon: 4 Turns: A platoon of warriors.
--Granary: 9 turns: A building used to store and secure harvested crops in a centralized place. Generates +1 Food in its city.
Settler 2:
-Health: 100
Current Research: Archery (1 Turns)
-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.
-Sailing: 7 Turns: Your species discovers the secrets of maritime travel. Unlocks the Scout Vessel sea unit, capable of transporting one settler or platoon.
limeyhoney (Tesline):
Gold: 0
Science: 0
City 1
-City Health: 100
-Population: 1
-Next Pop. Growth In: 2 Turns
-Food: 2
-Production: 0
-Wealth: 0
-Garrisoned Unit: None -Buildings: None
-Current Production: Settler (3 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.
--Market: 10 Turns: A center of commerce. Produces +1 Wealth in your city.
City 2
-City Health: 100
-Population: 1
-Next Pop. Growth in: 10 Turns
-Food: 1
-Production: 1
-Wealth: 0
-Garrisoned Unit: None
-Buildings: None
-Current Production:Granary (5 Turns)
--Settler: 3 Turns: Unable to defend itself, but can establish a new city.
--Platoon: 4 Turns: A platoon of warriors.
--Granary: 9 turns: A building used to store and secure harvested crops in a centralized place. Generates +1 Food in its city.
--Market: 9 Turns: A center of commerce. Produces +1 Wealth in your city.
Platoon 1
-Health: 100
Current Research: Archery(1 Turns)
-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.
-Sailing: 7 Turns: Your species discovers the secrets of maritime travel. Unlocks the Scout Vessel sea unit, capable of transporting one settler or platoon.
skyguy98 (Halli):
Gold: 0
Science: 0
City 1
-City Health: 100
-Population: 1
-Next Pop. Growth In: 4 Turns
-Food: 0
-Production: 2
-Wealth: 0
-Garrisoned Unit: None
-Buildings: None
-Current Production: Finished (Granary)
--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: Gali
-City Health: 100
-Population: 1
-Next Pop. Growth in: 9 Turns
-Food: 0
-Production: 2
-Wealth: 0
-Garrisoned Unit: None
-Buildings: None
-Current Production: Granary (4 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.
Current Research: Record Keeping (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.
-Bronzeworking: 5 Turns: You discover the secrets of metal smithing. Your Platoons have the dice advantage against other players without this research.
Alright Skyguy98, you finally get to do something. As always, if I made any mistakes, tell me.
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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 Jan 13, 2016 2:33:16 GMT
Awesome, ok I think another settler
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