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Ascent of Mankind - Civilization RP - OOC/Signups

For all of your non-NationStates related roleplaying needs!

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GAME SPEED

Sundial - 1 Turn every 2 day
6
10%
Hourglass - 1 Turns per day
5
8%
Clocktower - 2 Turns per day
11
19%
IC TIME
3
5%
Centuries - Each Turn is a century
1
2%
20 Years - Each Turn brings a new generation
1
2%
Decades - Each Turn is a decade (Current time, Recommended)
15
25%
5 Years - Each Turn is mere 5 years
7
12%
1 Years - 1 Turn 1 year
10
17%
 
Total votes : 59

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 62587
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Nov 29, 2016 9:27 am

ApplePieistan wrote:
G-Tech Corporation wrote:
Technically though, wouldn't that push your troops back/defeat them due to defenders Guard advantage?

Actually he might not be able to even do that. I'm planning to enslave two of his populace before the combat phase, after all.

I thought enslaving happened on the conflict phase? Actually, I don't think it matters in this case.


Coastal Raids are more of a societal interaction, where Population without Security can be taken by my units. It doesn't actually engage defenders in combat, though obviously another way to gain slaves would be to engage in battle and defeat any defenders. In this case though, as you note, it probably doesn't matter. I down Soviet will be online to mobilize defenders regardless.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

User avatar
ApplePieistan
Negotiator
 
Posts: 6695
Founded: Apr 06, 2015
Ex-Nation

Postby ApplePieistan » Tue Nov 29, 2016 9:34 am

G-Tech Corporation wrote:
ApplePieistan wrote:I thought enslaving happened on the conflict phase? Actually, I don't think it matters in this case.


Coastal Raids are more of a societal interaction, where Population without Security can be taken by my units. It doesn't actually engage defenders in combat, though obviously another way to gain slaves would be to engage in battle and defeat any defenders. In this case though, as you note, it probably doesn't matter. I down Soviet will be online to mobilize defenders regardless.

Couldn't armies in that province engage your slavers in combat, even if they're not specifically guarding those populations?

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 62587
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Nov 29, 2016 9:37 am

ApplePieistan wrote:
G-Tech Corporation wrote:
Coastal Raids are more of a societal interaction, where Population without Security can be taken by my units. It doesn't actually engage defenders in combat, though obviously another way to gain slaves would be to engage in battle and defeat any defenders. In this case though, as you note, it probably doesn't matter. I down Soviet will be online to mobilize defenders regardless.

Couldn't armies in that province engage your slavers in combat, even if they're not specifically guarding those populations?


Assuming they can take to the seas, yes. Coastal Raids are essentially Chrik coming ashore in wild regions or under the cover of night to steal the undefended and weak from shoredweller provinces. If there are enough defenders in number, though, to provide Security for the population, there are enough guards to prevent such actions being successful, which means I can't launch Coastal Raids.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

User avatar
ApplePieistan
Negotiator
 
Posts: 6695
Founded: Apr 06, 2015
Ex-Nation

Postby ApplePieistan » Tue Nov 29, 2016 9:48 am

G-Tech Corporation wrote:
ApplePieistan wrote:Couldn't armies in that province engage your slavers in combat, even if they're not specifically guarding those populations?


Assuming they can take to the seas, yes. Coastal Raids are essentially Chrik coming ashore in wild regions or under the cover of night to steal the undefended and weak from shoredweller provinces. If there are enough defenders in number, though, to provide Security for the population, there are enough guards to prevent such actions being successful, which means I can't launch Coastal Raids.

So someone would need literally every one of their populations to be either a warrior or a farmer to prevent your raids. I guess that gives the Great Wall some more priority.

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 62587
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Nov 29, 2016 9:51 am

ApplePieistan wrote:
G-Tech Corporation wrote:
Assuming they can take to the seas, yes. Coastal Raids are essentially Chrik coming ashore in wild regions or under the cover of night to steal the undefended and weak from shoredweller provinces. If there are enough defenders in number, though, to provide Security for the population, there are enough guards to prevent such actions being successful, which means I can't launch Coastal Raids.

So someone would need literally every one of their populations to be either a warrior or a farmer to prevent your raids. I guess that gives the Great Wall some more priority.


No, no. To my understanding you need one guard per five population to give Security, so two Militia would do just fine for a large population of ten. Technically even two Nomads would do, though my raiding Militia would be able to overcome them.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

User avatar
The Grim Reaper
Postmaster-General
 
Posts: 10526
Founded: Oct 08, 2011
Ex-Nation

Postby The Grim Reaper » Tue Nov 29, 2016 9:55 am

G-Tech Corporation wrote:
ApplePieistan wrote:So someone would need literally every one of their populations to be either a warrior or a farmer to prevent your raids. I guess that gives the Great Wall some more priority.


No, no. To my understanding you need one guard per five population to give Security, so two Militia would do just fine for a large population of ten. Technically even two Nomads would do, though my raiding Militia would be able to overcome them.


Nomads don't give security - they're an exception.
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User avatar
ApplePieistan
Negotiator
 
Posts: 6695
Founded: Apr 06, 2015
Ex-Nation

Postby ApplePieistan » Tue Nov 29, 2016 9:55 am

G-Tech Corporation wrote:
ApplePieistan wrote:So someone would need literally every one of their populations to be either a warrior or a farmer to prevent your raids. I guess that gives the Great Wall some more priority.


No, no. To my understanding you need one guard per five population to give Security, so two Militia would do just fine for a large population of ten. Technically even two Nomads would do, though my raiding Militia would be able to overcome them.

Alright, so at least my ports are safe. The Amazonian Homeland is too far from you and Ninurtusur will have 2 militias and 2 wardogs guarding it.

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 62587
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Nov 29, 2016 9:56 am

The Grim Reaper wrote:
G-Tech Corporation wrote:
No, no. To my understanding you need one guard per five population to give Security, so two Militia would do just fine for a large population of ten. Technically even two Nomads would do, though my raiding Militia would be able to overcome them.


Nomads don't give security - they're an exception.


Ah, I didn't know that. Scratch that bit then.

But yes, it's fairly easy to avoid coastal raids with any defense at all. Thankfully for me, most folks haven't built any yet.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

User avatar
Cainesland
Postmaster-General
 
Posts: 11332
Founded: Feb 28, 2014
Authoritarian Democracy

Postby Cainesland » Tue Nov 29, 2016 9:59 am

So just to confirm. This statement is no longer in force?


Harkback Union wrote:But if you researched a tech before turn 8, you may still invent an animal!

Yes, Up to turn 8. If you are behind, its not a problem.
Last edited by Cainesland on Tue Nov 29, 2016 9:59 am, edited 1 time in total.

User avatar
ApplePieistan
Negotiator
 
Posts: 6695
Founded: Apr 06, 2015
Ex-Nation

Postby ApplePieistan » Tue Nov 29, 2016 10:00 am

G-Tech Corporation wrote:
The Grim Reaper wrote:
Nomads don't give security - they're an exception.


Ah, I didn't know that. Scratch that bit then.

But yes, it's fairly easy to avoid coastal raids with any defense at all. Thankfully for me, most folks haven't built any yet.

Would a wall stop you from being able to steal slaves?
Also, nomads don't give security? In that case, I'll need to edit some stuff so my other posts are valid.

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 62587
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Nov 29, 2016 10:19 am

ApplePieistan wrote:
G-Tech Corporation wrote:
Ah, I didn't know that. Scratch that bit then.

But yes, it's fairly easy to avoid coastal raids with any defense at all. Thankfully for me, most folks haven't built any yet.

Would a wall stop you from being able to steal slaves?
Also, nomads don't give security? In that case, I'll need to edit some stuff so my other posts are valid.


Hmm, I don't know. Do walls provide security? To my knowledge that's the determining factor.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

User avatar
Brunslavia
Attaché
 
Posts: 94
Founded: Nov 17, 2016
Ex-Nation

Postby Brunslavia » Tue Nov 29, 2016 10:22 am

i mean the left continent in the left side middle s 'sf m1 '

sorry i had to find the place but i have it now

User avatar
Brunslavia
Attaché
 
Posts: 94
Founded: Nov 17, 2016
Ex-Nation

Postby Brunslavia » Tue Nov 29, 2016 10:23 am

Also advice what do i do? what should be my first actions?

User avatar
Brunslavia
Attaché
 
Posts: 94
Founded: Nov 17, 2016
Ex-Nation

Postby Brunslavia » Tue Nov 29, 2016 10:29 am

i mean the location of 6f m1

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Harkback Union
Post Marshal
 
Posts: 17382
Founded: Sep 01, 2012
Civil Rights Lovefest

Postby Harkback Union » Tue Nov 29, 2016 10:35 am

Brunslavia wrote:i mean the location of 6f m1


Don't worry about tile yields, Your starting location will get extra resources regardless of which province you pick!

User avatar
Brunslavia
Attaché
 
Posts: 94
Founded: Nov 17, 2016
Ex-Nation

Postby Brunslavia » Tue Nov 29, 2016 10:37 am

Ok so what are these resources i get

User avatar
Brunslavia
Attaché
 
Posts: 94
Founded: Nov 17, 2016
Ex-Nation

Postby Brunslavia » Tue Nov 29, 2016 10:42 am

and thank you for help

User avatar
ApplePieistan
Negotiator
 
Posts: 6695
Founded: Apr 06, 2015
Ex-Nation

Postby ApplePieistan » Tue Nov 29, 2016 10:43 am

Brunslavia wrote:Also advice what do i do? what should be my first actions?

You should immediately research agriculture and build a farm. After that, let your population grow and try not to get conquered.

User avatar
Brunslavia
Attaché
 
Posts: 94
Founded: Nov 17, 2016
Ex-Nation

Postby Brunslavia » Tue Nov 29, 2016 10:44 am

okay then i research agriculture and build a farm thank you for info

User avatar
ApplePieistan
Negotiator
 
Posts: 6695
Founded: Apr 06, 2015
Ex-Nation

Postby ApplePieistan » Tue Nov 29, 2016 10:51 am

Brunslavia wrote:okay then i research agriculture and build a farm thank you for info

One more thing! Don't cheat too hard. You might get away with minor stuff, but the last guy that cheated super hard got double-teamed by me and G-Tech.

User avatar
Brunslavia
Attaché
 
Posts: 94
Founded: Nov 17, 2016
Ex-Nation

Postby Brunslavia » Tue Nov 29, 2016 10:52 am

How would i cheat ? got no idea how to cheat here

User avatar
Ironsbad
Minister
 
Posts: 2666
Founded: Dec 21, 2015
Ex-Nation

Postby Ironsbad » Tue Nov 29, 2016 10:53 am

What's going on so far?

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ApplePieistan
Negotiator
 
Posts: 6695
Founded: Apr 06, 2015
Ex-Nation

Postby ApplePieistan » Tue Nov 29, 2016 10:54 am

Brunslavia wrote:How would i cheat ? got no idea how to cheat here

Good.

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Brunslavia
Attaché
 
Posts: 94
Founded: Nov 17, 2016
Ex-Nation

Postby Brunslavia » Tue Nov 29, 2016 10:54 am

I built a farm and learned agriculture the foxes shall rise though don't know wether coordinates i sent will be accepted for my starting point

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Cainesland
Postmaster-General
 
Posts: 11332
Founded: Feb 28, 2014
Authoritarian Democracy

Postby Cainesland » Tue Nov 29, 2016 10:55 am

Brunslavia wrote:How would i cheat ? got no idea how to cheat here


Fudging numbers and breaking the rules. An example being, don't do things simultaneously, such as building and working a farm on the same turn, or creating and using a population on the same turn (Create a pop and next turn use it).

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