Brunslavia wrote:And since i have that can i create my own religion
If you have prophesy I presume you would be able to create your own religion.
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by Cainesland » Wed Nov 30, 2016 8:03 am
Brunslavia wrote:And since i have that can i create my own religion

by Brunslavia » Wed Nov 30, 2016 8:06 am

by G-Tech Corporation » Wed Nov 30, 2016 8:09 am
Cainesland wrote:Do the illustrious gardens take up population to function?
Brunslavia wrote:and also i have been approved to be a Military Republic
here is what is is
- 2 Base authority
- Free General unit (MAX 1 PER FACTION!) (2 Mobility, 3 Durability, Cannot be targeted in battle unless all other friendly units are killed, No maintenance, +1 Power for every friendly unit in battle)
You can build:
CITADEL - 8 Minerals. Max one per faction. Designates province as capital. Employs 1 population. Counts as a fort with double durability. +1 Authority
MILITARY ACADEMY - Requires writing and 3 Minerals investment - Max 1 per faction. 1 Wealth and 1 Culture per turn maintenance. Respawns killed generals in 2 turns. Also Upgrades them to "Great Generals", which gives them the ability to select up to 2 units in his army and allow them to attack twice (thus dealing twice as much damage). Great Generals can also outsmart regular ones, thus cancelling any bonus from opposing generals in a battle.
hows that?


by G-Tech Corporation » Wed Nov 30, 2016 8:48 am
Brunslavia wrote:whats authority for anyways i know its good but
by Cainesland » Wed Nov 30, 2016 8:49 am
Brunslavia wrote:whats authority for anyways i know its good but

by The Burning Sun » Wed Nov 30, 2016 8:57 am
G-Tech Corporation wrote:Cainesland wrote:Do the illustrious gardens take up population to function?
It appears they do not, no.Brunslavia wrote:and also i have been approved to be a Military Republic
here is what is is
- 2 Base authority
- Free General unit (MAX 1 PER FACTION!) (2 Mobility, 3 Durability, Cannot be targeted in battle unless all other friendly units are killed, No maintenance, +1 Power for every friendly unit in battle)
You can build:
CITADEL - 8 Minerals. Max one per faction. Designates province as capital. Employs 1 population. Counts as a fort with double durability. +1 Authority
MILITARY ACADEMY - Requires writing and 3 Minerals investment - Max 1 per faction. 1 Wealth and 1 Culture per turn maintenance. Respawns killed generals in 2 turns. Also Upgrades them to "Great Generals", which gives them the ability to select up to 2 units in his army and allow them to attack twice (thus dealing twice as much damage). Great Generals can also outsmart regular ones, thus cancelling any bonus from opposing generals in a battle.
hows that?
Ooh, shiny. That's a fair bit of Authority.
Atlannia wrote:Mmm it's not looking good I'm afraid, the purple haired goth loli next to a sweatervest wearing bishonen portends financial strife and the double archery chick is a rare sign predicting the death of someone close to you, I'm sorry.
...
That'll be $32.99

by G-Tech Corporation » Wed Nov 30, 2016 9:02 am

by The Burning Sun » Wed Nov 30, 2016 9:03 am
Atlannia wrote:Mmm it's not looking good I'm afraid, the purple haired goth loli next to a sweatervest wearing bishonen portends financial strife and the double archery chick is a rare sign predicting the death of someone close to you, I'm sorry.
...
That'll be $32.99

by G-Tech Corporation » Wed Nov 30, 2016 9:05 am
by Cainesland » Wed Nov 30, 2016 9:36 am

by ApplePieistan » Wed Nov 30, 2016 10:05 am

by G-Tech Corporation » Wed Nov 30, 2016 10:09 am
ApplePieistan wrote:I got telegram confirmation from Harkback that I can assume Ninurtusur surrenders! I will post shortly.

by ApplePieistan » Wed Nov 30, 2016 10:15 am

by Harkback Union » Wed Nov 30, 2016 10:20 am

by Harkback Union » Wed Nov 30, 2016 10:21 am
Cainesland wrote:Do the illustrious gardens take up population to function?

by Harkback Union » Wed Nov 30, 2016 10:22 am
Brunslavia wrote:And since i have that can i create my own religion

by G-Tech Corporation » Wed Nov 30, 2016 10:24 am
ApplePieistan wrote:G-Tech Corporation wrote:
Hmm, I should go conquer an inactive too. A bonus Monolith would come in handy.
It's actually quite hard to make good use of colonies. Since you need soldiers permanently stationed there, they need more food, which means more farmers are needed, and there's fewer people to research or mine.

by ApplePieistan » Wed Nov 30, 2016 10:26 am
G-Tech Corporation wrote:ApplePieistan wrote:It's actually quite hard to make good use of colonies. Since you need soldiers permanently stationed there, they need more food, which means more farmers are needed, and there's fewer people to research or mine.
I'm surprised you're not going to just exterminate the population and replace them with your own people. There aren't any atrocity negatives yet, after all.

by Harkback Union » Wed Nov 30, 2016 10:27 am
G-Tech Corporation wrote:ApplePieistan wrote:It's actually quite hard to make good use of colonies. Since you need soldiers permanently stationed there, they need more food, which means more farmers are needed, and there's fewer people to research or mine.
I'm surprised you're not going to just exterminate the population and replace them with your own people. There aren't any atrocity negatives yet, after all.Harkback Union wrote:
Remind me to blow apart inactive's monolith with meteor before you get to them.
But where's the fun in that?

by G-Tech Corporation » Wed Nov 30, 2016 10:31 am
Harkback Union wrote:G-Tech Corporation wrote:
I'm surprised you're not going to just exterminate the population and replace them with your own people. There aren't any atrocity negatives yet, after all.
But where's the fun in that?
Yes, but exterminating can cause revolts.
Also, from now on, inactive factions will simply disappear from the world along with their monolith if someone enters their province.

by Harkback Union » Wed Nov 30, 2016 10:32 am

by G-Tech Corporation » Wed Nov 30, 2016 10:34 am

by Harkback Union » Wed Nov 30, 2016 10:38 am

by ApplePieistan » Wed Nov 30, 2016 10:39 am
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