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Nation Building Journey to the New World [Information/Sheets/OOC]

Ur mum should take a couple of turns to arrive to the grocery store to avoid the abuse of her just spam buying everything when she wants it.

'Cuz you're too poor to get a proper sewer system set up?

Satoyans are too rich to apologize.

500_F_57973338_TxoIWcuBrBJQh3IKGhF2eaIhaMQdWRBq.jpg

Too much roasting going on here, Pat, turn it down a notch xD
 
Rysesaka Rysesaka . If you have seven population points and one of those population points is a merchant at the start of Turn 2 you should have 15 gold, not 14 gold like it says in your post.

It'll add up.
 
Jesus Christ this took me Sooooo long, but I've finally finished...
Introducing, the BIGGER, BETTER MAP
MapUpdate1.png

Sooooo, what do you guys think?
 
S Shabazz I know you're being flooded with questions but I really like to bother people sometimes

So earlier you said that some buildings don't need to be built multiple times, and this included barracks. If I understand right, that we only need one per city, does this mean I came up with a hopelessly under powered bonus?
 
shouldn't my workers be providing me with 8 food per turn and 2 wood per turn ?
Same here in regards to my workers. Mine should be upping the farm yield from 4 to eight and stopping my people from starving.

S Shabazz Just to add a few more questions into the pile:
  • Can I get a description of how missionaries work? Right now that's what I'm working towards and I want to know if they're useful or if I'm wasting my time.
  • Do farms still work in the winter?
  • If farms don't work in the winter, does excess food stack so that we can still eat during winter times?
 
Same here in regards to my workers. Mine should be upping the farm yield from 4 to eight and stopping my people from starving.

S Shabazz Just to add a few more questions into the pile:
  • Can I get a description of how missionaries work? Right now that's what I'm working towards and I want to know if they're useful or if I'm wasting my time.
  • Do farms still work in the winter?
  • If farms don't work in the winter, does excess food stack so that we can still eat during winter times?
Also , add this to the pile : How do we recruit missionaries and scientists ? gold ? how long does it take for them to get there? S Shabazz
 
shouldn't my workers be providing me with 8 food per turn and 2 wood per turn ?
Yea, changed it.

Also , what happens to my settler after we've settled ?
They just become normal, unemployed Pops which you can use to hire new units with.

some buildings don't need to be built multiple times, and this included barracks. If I understand right, that we only need one per city, does this mean I came up with a hopelessly under powered bonus?
Pretty much... I was gonna point that out earlier. You wanna change it?

Same here in regards to my workers. Mine should be upping the farm yield from 4 to eight and stopping my people from starving.

S Shabazz Just to add a few more questions into the pile:
  • Can I get a description of how missionaries work? Right now that's what I'm working towards and I want to know if they're useful or if I'm wasting my time.
  • Do farms still work in the winter?
  • If farms don't work in the winter, does excess food stack so that we can still eat during winter times?
Yea, changed it. Missionaries are units that try to invade other nations religiously. We haven't really talked about religion. Should we maybe have a unified religion? Or do each of you want to make something up and put it in your Nation Sheet. They're really only useful if you discover another nation that doesn't follow the same religion as you. Then, you basically send some missionaries over to their cities and tell them to spread religion. Each missionary can spread up to 10 influence points of religion. The more influence you have on a City the more likely you are to gain a new follower each turn (I roll a dice). Downside is missionaries are civilian units so they can't fight back if they get attacked.
Also , add this to the pile : How do we recruit missionaries and scientists ? gold ? how long does it take for them to get there? S Shabazz
Good question. So I was thinking of implementing Military Expenditures and Specialist Funding to get rid of some of that excess Gold (You don't need it, right?) So every turn I'll take the amount of gold equal to your Military and Specialist count (Scientists and Missionaries count as Specialists) that way you don't have to pay to get a scientist but you have to pay every turn they are in your service. Also, you should be able to discharge military units so you don't have too many expenses in your budget :)

Hope that was good, I'll add all this stuff to the Information Section... which you guys should look at... cuz it took me a long ass time to BBCode that...
 
Yea, changed it.


They just become normal, unemployed Pops which you can use to hire new units with.


Pretty much... I was gonna point that out earlier. You wanna change it?


Yea, changed it. Missionaries are units that try to invade other nations religiously. We haven't really talked about religion. Should we maybe have a unified religion? Or do each of you want to make something up and put it in your Nation Sheet. They're really only useful if you discover another nation that doesn't follow the same religion as you. Then, you basically send some missionaries over to their cities and tell them to spread religion. Each missionary can spread up to 10 influence points of religion. The more influence you have on a City the more likely you are to gain a new follower each turn (I roll a dice). Downside is missionaries are civilian units so they can't fight back if they get attacked.

Good question. So I was thinking of implementing Military Expenditures and Specialist Funding to get rid of some of that excess Gold (You don't need it, right?) So every turn I'll take the amount of gold equal to your Military and Specialist count (Scientists and Missionaries count as Specialists) that way you don't have to pay to get a scientist but you have to pay every turn they are in your service. Also, you should be able to discharge military units so you don't have too many expenses in your budget :)

Hope that was good, I'll add all this stuff to the Information Section... which you guys should look at... cuz it took me a long ass time to BBCode that...
Just one more question , in the information section its written that it takes a laboratory to make a scientist . how do i make a laboratory then , its not under buildings .
 
yea, I haven't gotten to that yet. Later today I'll add some extra buildings and specify exactly how much resources you need. Laboratory will be 2 Stone, which you can get by constructing a Quarry, and it would take 2 Turns to build. Also, just so you know, you can build stuff with multiple Builders to cut the Build Time (i.e. Normally 2 Turns but only 1 Turn with 2 Builders)
 
yea, I haven't gotten to that yet. Later today I'll add some extra buildings and specify exactly how much resources you need. Laboratory will be 2 Stone, which you can get by constructing a Quarry, and it would take 2 Turns to build. Also, just so you know, you can build stuff with multiple Builders to cut the Build Time (i.e. Normally 2 Turns but only 1 Turn with 2 Builders)
So those resources and unit in the spoiler tab are the only resources and units we can currently buy?
 
No no, of course not. I just haven't made a proper price for anything else.
So are we doing the market and bank idea I had? Where markets allow us to conduct trade between players and generate a flat rate of gold each turn, like one, two, three, four, or five?

And banks require a merchant and generate interest on money you put into it? The initial rate being 0.2%?

If so I would like to switch my production first turn from banks to marketplaces.
 

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