Eternal Empires Game [died due to low inactivity] page 2 (locked)

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avatar for Hyped Hyped 1626 posts
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Not going to update OP?

 
avatar for developous developous 11656 posts
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Originally posted by Hyped:

Not going to update OP?

no…. sorry, but will update the new thing.

 
avatar for Hyped Hyped 1626 posts
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Updated sign. Does Tertius gain 1500 nutrients or 250? They’re both different in OP and update.

 
avatar for developous developous 11656 posts
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TOTAL: 1500
Present: 250

 
avatar for developous developous 11656 posts
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Delta Inceminators

No present events will happen.

Base Situation:

Rhytraxis
where all the infantry based things are developed
Hellion IV
Generates 700 nutrients, 1500 metals, 700 chemicals, and 700 timbers.
Storage(18k/35lk): 3500 nutrients, 7500 metals, 3500 chemicals, 3500 timbers.
Ipsium III
where all the mobility based things are developed

Military Status:

Presently Delta forces have no recruits. This should be resolved quickly.

Turf Addition Status

None yet.
 
avatar for developous developous 11656 posts
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Scions of the Blue Phoenix

No present events will happen.

Base Situation:

Outer City:
Generates 1000 nutrients and 1000 timbers.
Storage(0k/10k): 5000 nutrients, 5000 timbers.
Inner City:
where all the peacetime forces are trained and equipped.
Storage(0k/15k): nothing here presently.
Undercity:
where all the vehicles and miltary forces are trained and equipped.
Generates 1000 metals and 500 coal.
Storage(7.5k/10k): 5000 metals, 2500 coal.

Military Status:

Presently they have no recruits. This should be resolved quickly.

Turf Addition Status

This empire MUST develop their turf additions to win!
 
avatar for developous developous 11656 posts
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Akatsukiian

No present events will happen.

Base Situation:

Mountain City:
where all the vehicles and miltary forces are trained and equipped.
Generates 1000 metals and 1000 timbers.
Storage(10k/10k): 5000 nutrients, 5000 timbers.
Plains City:
where all the peacetime forces are trained and equipped.
Generates 1500 nutrients.
Storage(7.5k/15k): nothing here presently.
Undercity:
Generates 500 gems.
Storage(2.5k/10k): 2500 gems.

Military Status:

Presently they have no recruits. This should be resolved quickly.

Turf Addition Status

None presently.
 
avatar for developous developous 11656 posts
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The Scientific Republic of Republican Science

No present events will happen.

Base Situation:

Arcticus:The capital. Mostly developed and the scientific headquarters of the world. A lot of sciency crap happens here.
Where all the miltary forces are trained and equipped.
Generates 1000 nutrients.
Storage(5k/15k): 5000 nutrients here presently.
Arcticus 2:Mountains, resources, where they get their materials, yada yada, whatever.
Generates 1000 timbers, 1000 metals.
Storage(10k/15k): 5000 timbers and 5000 metals here presently.
Arcticus 3:a dense forest where people do things and stuff happens.
Where all the peacetime forces and vehicles are trained and equipped.

Military Status:

Presently they have no recruits. This should be resolved quickly.

Turf Addition Status

None presently.
 
avatar for developous developous 11656 posts
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Caesarea Regnum Dragoon.

No present events will happen.

Base Situation:

Citadel
where military based forces are trained
Generates 1000 nutrients.
Storage(5k/15k): 5000 nutrients here presently.
Clockwork
where vehicles and equipments are developed
Generates 1000 timbers, 1000 metals.
Storage(10k/15k): 5000 timbers and 5000 metals here presently.
Plank
where pacetime based forces are trained
THERE IS A HARBOR HERE!

Military Status:

Presently they have no recruits. This should be resolved quickly.

Turf Addition Status

None presently.
 
avatar for developous developous 11656 posts
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Scientists – 15 nutrs, 2 nutr and 1 chemical to maintain.
Explorers – 5 nutrs, 1 nutrient to maintain.
Immolators – 15 chemicals plus 10 nutrients to make. 2 chemicals to maintain.
Biohazard Modulator(Lv1) – 200 metals and timbers, 300 chemicals to make. 75 chemicals to maintain.

Incem Actions:

50 explorers
100 scientists
100 Immolators
15 ATVS developed (75 metals to make, 5 chemicals to maintain)
Begin construction of a Lv1 Biohazard Modulator in Ipsium III. Turn 1/3 finished.

Final Resources:

1750 nutrients, generating 450 presently. (700 total)
6200 metals, generating 1500 presently. (1500 total)
1700 chemcials, generating 425 presently. (700 total)
3300 timbers generating 700 presently. (700 total)

Results:

Some fossil fuels have been found. In IPSIUM, three oil derrecks can be established there.

 
avatar for Anime_Shadow Anime_Shadow 416 posts
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Recruit farmers to work and make sure scientists are making stronger armor. Make sure the armor and weapons are being produced.

 
avatar for developous developous 11656 posts
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Originally posted by Anime_Shadow:

Recruit farmers to work and make sure scientists are making stronger armor. Make sure the armor and weapons are being produced.

Farmers – 15 nutrients each, 2 nutr to maintain.
Scientists – 10 nutrients, 1 nutrient to maintain.

How many farmers and scientists?

 
avatar for MasterCheif987 MasterCheif987 5750 posts
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No idea exactly what I am supposed to do so let’s wing it! Hire a large supply of Scientists and soldiers, as many as we can support, exev split.. Trade timbers for metals. Also, I’d like a cost and upkeep on the siege tanks. Do I get the armor sets and weapons automaticly? If so i want a cost on that too. Put scientists to work on makeshift equipment research.
Tell me if I missed something or did something wrong.

 
avatar for developous developous 11656 posts
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Originally posted by MasterCheif987:

No idea exactly what I am supposed to do so let’s wing it! Hire a large supply of Scientists and soldiers, as many as we can support, exev split.. Trade timbers for metals. Also, I’d like a cost and upkeep on the siege tanks. Do I get the armor sets and weapons automaticly? If so i want a cost on that too.
Tell me if I missed something or did something wrong.

Scientists – 15 nutrients. 1 nutrient to maintain.
Basic Soldiers – 10 nutrients and 5 metals. 1 nutrient at all times, 1 metal each battle this one is in to maintain.
Siege Tanks – 25 cloth, 45 metals and 15 oil. Sorry… no OIL and CLOTH!

Basic armaments are automatic, but special assetts will cost you more.

 
avatar for MasterCheif987 MasterCheif987 5750 posts
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That is alright, considering how the tanks, going off the description, would be pretty godly this soon into the game. UPDATING ACTIONS!
100 soldiers.
100 scientists.-put to work of makeshift weapon tech.
50 explorers.-do some exploring all around.
For the next update on these actions, what do I need to build to get oil (I’d like the cost with that), and what will I need to make a cotton farm?

Are the weapons I put in the sign basic weapons or advanced? Nevermind.

 
avatar for Firespread Firespread 7170 posts
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Hire the amount of farmers needed to create a profit on the land making nutrients and wine.
Hire another 5 Red Knights and send another 25 Hired explorers in search of lands to claim.

 
avatar for Anime_Shadow Anime_Shadow 416 posts
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Originally posted by developous:
Originally posted by Anime_Shadow:

Recruit farmers to work and make sure scientists are making stronger armor. Make sure the armor and weapons are being produced.

Farmers – 15 nutrients each, 2 nutr to maintain.
Scientists – 10 nutrients, 1 nutrient to maintain.

How many farmers and scientists?

Enough to take a total of a quarter of my total nutirents.
Also, increase production and storage space.

 
avatar for developous developous 11656 posts
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Oil Derreck – Not possible now.
Cotton Farm – Get more labors or better first. 225 timber each. Takes 5 laborers to build in one turn.

You must keep track of your supplies, but here:

Total Resources:

3250 nutrients generating 800 per turn.
4500 metals generating 1000 per turn.

Forces:

100 soldiers
100 scientists
50 explorers

Action Results:

You have found a desert region. Name It.
Asessment: Thgere is a good chance of finding silica and oil here.

Originally posted by Anime_Shadow:
Originally posted by developous:
Originally posted by Anime_Shadow:

Recruit farmers to work and make sure scientists are making stronger armor. Make sure the armor and weapons are being produced.

Farmers – 15 nutrients each, 2 nutr to maintain.
Scientists – 10 nutrients, 1 nutrient to maintain.

How many farmers and scientists?

Enough to take a total of a quarter of my total nutirents.
Also, increase production and storage space.

You dont need any. Its automatic for base resources. Making more forces will, with the right buildings, add more, though.

Small warehouses cost 700 timbers each and add 5000 space. They take 1 turn with 15 laborers.
Production? Workshops cost 300 timbers and metals, they allow you to refine tools, and takes 1 turn with 5 laborers to make.

 
avatar for MasterCheif987 MasterCheif987 5750 posts
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Total Resources:
3250 nutrients, 800 per turn.
4500 metal, 1000 per turn.
5000 timbers, 1000 per turn.
Forces:
100 soldiers
100 scientists
50 explorers.
Actions:
We will name the desert region Decamla. I did not make that by tryping random letters.
Have explorers go out and check for threats in the region, allys in the region, and locations of oil.
Also, get me the cost of 5 laborers. And make sure those scientists get to work on makeshift equipment, I want to make weapons and armor with that timber!

 
avatar for Anime_Shadow Anime_Shadow 416 posts
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Build a small warehouse and hire twenty explorers to explore and claim more land in the South (plains).
Add ten more laborers.

[I don’t care what it costs in total. I just want ittttt.]

 
avatar for developous developous 11656 posts
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(your supposed to keep track…)
Laborers – 5 nutr and 1 to maintain.

Originally posted by Anime_Shadow:

Build a small warehouse and hire twenty explorers to explore and claim more land in the South (plains).
Add ten more laborers.

[I don’t care what it costs in total. I just want ittttt.]

Armies:

10 laborers
20 explorers

Rescs:

4350 nutrients, generating 470 now.

Results:

The mountain city now can hold 15k resources!

A mining site has been located in the mountains! It will cost 450 timbers to build mining camps there, granting +100 coal each, taking 5 laborers there. Time to make is 1 turn. Limit of 5 mining camps here.

 
avatar for developous developous 11656 posts
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Originally posted by Firespread:

Hire the amount of farmers needed to create a profit on the land making nutrients and wine.
Hire another 5 Red Knights and send another 25 Hired explorers in search of lands to claim.

Your in charge of keepin track of supplies… Also, the present yeilds and such are automatic.

 
avatar for MasterCheif987 MasterCheif987 5750 posts
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Total Resources:
3250 nutrients, 800 per turn.
4500 metal, 1000 per turn.
5000 timbers, 1000 per turn.
Forces:
100 soldiers
100 scientists
50 explorers.
Actions:Hire 50 laborers, build 10 cotton farms.
Explorers, look for oil, threats and allys in the desert region.
Resource change:
3000 nutrients, 750 per turn.
2750 timber, 1000 per turn.
4500 metal, 1000 per turn.

 
avatar for developous developous 11656 posts
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Explorer(Scientors) Report:

WOW! You found an ancient ruins in the desert.
CURSES… you need five archaeologists to excavate this place.

Archaeologists – 15 nutrients and 5 turns to train. Takes 3 nutrients and 2 metals in maintenance each.

 
avatar for MasterCheif987 MasterCheif987 5750 posts
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2925 nutrients, 750 per turn.
2750 timber, 1000 per turn.
4500 metal, 1000 per turn.
Forces:
100 soldiers
100 scientists
50 explorers.
50 Laborers
Buildings:
10 cotton farms (production rate pending)
Actions:
Train 5 archaeologists. Will apply maintenance after production. 5 turns left.
I think that 5 turns is a bit much for some Archaeologists, but it is logical at the same time.