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Post by limeyhoney on Jan 13, 2016 3:28:25 GMT
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Post by Redwatt50 on Jan 13, 2016 3:30:09 GMT
Move settler to M3
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Post by StealthStyleL on Jan 13, 2016 19:08:25 GMT
Settler 3 move West. Platoon 1 move West.
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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 14, 2016 0:40:04 GMT
Platoon to F7 (one tile Southwest).
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Post by mitobox on Jan 20, 2016 3:34:35 GMT
Turn 12: (Note: I forgot to remove the white border around Stealthy's Settler, so I moved it away from the tundra where there wasn't ocean instead.) Player Stats Stealthstylel (Tyrrd):Gold: 0
Science: 0
City 1: Vorkuta
-City Health: 100
-Population: 1
-Next Pop. Growth In: 2 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: Tuba
-City Health: 100
-Population: 1
-Next Pop. Growth In: 6 Turns
-Food: 1
-Production: 1
-Wealth: 0
-Garrisoned Unit: None
-Buildings: Granary -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.
Platoon 1
-Health: 100
Settler 3
-Health: 100
Current Research: Bronzeworking (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.
-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: 3 Turns
-Food: 0
-Production: 2
-Wealth: 0
-Garrisoned Unit: None
-Buildings:
-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.
--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: 7 Turns
-Food: 0
-Production: 2
-Wealth: 0
-Garrisoned Unit: None
-Buildings: None
-Current Production: Mine (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.
--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 (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.
-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: 3 Turns
-Food: 1 -Production: 2
-Wealth: 0
-Garrisoned Unit: None
-Buildings: Granary -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.
--Market: 10 Turns: A center of commerce. Produces +1 Wealth in your city.
City 2
-City Health: 100
-Population: 1
-Next Pop. Growth In: 5 Turns
-Food: 1
-Production: 1
-Wealth: 0
-Garrisoned Unit: Settler 2
-Buildings: None
-Current Production: Platoon (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.
--Market: 10 Turns: A center of commerce. Produces +1 Wealth in your city.
Settler 2:
-Health: 100
Current Research: Finished (Archery)
-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: 1 Turns
-Food: 2
-Production: 0
-Wealth: 0
-Garrisoned Unit: None
-Buildings: None
-Current Production: Settler (2 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: 9 Turns
-Food: 1
-Production: 1
-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: 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: Finished (Archery)
-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: 1 Turns
-Food: 1 -Production: 2
-Wealth: 0
-Garrisoned Unit: None
-Buildings: None
-Current Production: Settler (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.
--Market: 9 Turns: A center of commerce. Produces +1 Wealth in your city.
City 2: Gali
-City Health: 100
-Population: 1
-Next Pop. Growth in: 8 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.
--Market: 9 Turns: A center of commerce. Produces +1 Wealth in your city.
Current Research: Finished (Record Keeping) -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 screwed up somewhere tell me.
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Post by limeyhoney on Jan 20, 2016 3:37:26 GMT
Platoon to D3. Lets research sailing too.
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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 20, 2016 4:38:26 GMT
Research archary
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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 20, 2016 17:37:07 GMT
I will hold fast with no movement this turn.
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Post by StealthStyleL on Jan 21, 2016 21:02:34 GMT
Settler settle city named Mungo. Work mountain tile. Platoon move south west.
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Post by Redwatt50 on Jan 24, 2016 4:59:18 GMT
Move settler to L4 Research mining
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