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paul191600

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Everything posted by paul191600

  1. So doesn't need a grid? Also, what should the resolution size be?
  2. I'm kind of confused on how we will be drawing hometowns now, but whatever.
  3. Dusty was talking about a picture that I posted on the previous page, actually, which is M2TW.
  4. Ah that picture brings back good memories of me slaughtering the Romans when I played as the Seleucid empire :twss: I usually turn off UI when I make pics, it looks nicer :thumbup:
  5. And so the Romans sallied forth and fought the nearby barbarian tribes... [hide=Roma Victor!] Hastati throwing javs. before the barbarian charge! Principes holding their ground... The Romans emerge victorious, and their Triarii finish off the last of the fleeing barbarians. [/hide] Might do this once and a while to make the aftermath of battles look interesting... Oh and nice job on that battlemap guys! Looks like it will be alot faster paced now.
  6. Civil protection has begun cracking down on any sight of rebel activities in all cities.
  7. Think my mom's side has obesity, but she was the smallest in her family :razz:
  8. Testing out my new camera!
  9. Well, I did make a trade district map, which is loosely based off of the different area's varying resources, perhaps we could use that for a basic idea of the different resource areas.
  10. Animal Husbandry 3/4 Everyone check the new trade proposal on the 2nd post on page one, and share your thoughts on this!
  11. Sere and I have agreed to split the island. And there was much rejoicing.
  12. Here is a map to go along with trade. [hide=trademap][/hide]
  13. I think trade should be another concept in this game. Here is my proposal: First off, some new technologies would need to be added. First tech could be basic trading, which takes 2 points to complete, and the effect is that you can trade with one other town in a 10x10 square radius on the map, and this would yeild 2.5% bonus income for the city that is trading. You must be trading with another city to get this bonus. If the city you are trading with dones not have the trading tech, then they do not get a bonus. Following basic trading could be a few more levels, which allow more cities to trade, a larger radius, an increase in profits, and let you have more trading. As an example, after basic trading, there could be "better trading" (can't think of name). This would allow two of your cities to trade, increase the radius to 15x15, increase the base bonus to 3.0%, and allow for two trade routs per city. There would be several more techs after this increasing the bonuses. An offshoot of "better training" would be a "trade caravans" tech. This would add trade caravans, which increase the trading distance to 30x30, but also has a penalty on the base trading profit. If a caravan finds another city in the 30x30 area that is willing to be an outpost, the caravan range then increases 10x10 only from the distance of that city. So the base range still stays at 30x30, but the range is extended from the outpost city. If you find another city within the 10x10 radius from the first stop, you can extend your caravan even further. As an example (for trade caravans), lets say that the Han want to trade with Egypt. They use a caravan, which increases the range to 30x30, but they still cant reach Egypt! :( However, they notice that there is a Mongolian town within that radius, and they both agree that the Han can use the Mongolian town as an outpost. Now, the trade caravan's range is extended to the 10x10 squares by Mongolia, which then allows the Han to reach the Egyptian Nomads :D !! They can then trade with the Egyptians, but...if they get approval from the Pharaoh, they can use their city for another caravan stop! Once again, the range is extended to 10x10 squares, and then they can reach Rome, and if they get the privilege to stop there also, they get another 10x10, so they can reach Phoenicia :-o . However, the rulers of the cities may not be happy when they see the bill for how much money was spent on the caravan's stay. In order to make things a bit more challenging, the caravans charge an upkeep fee for each city they stop at. This fee is a yearly charge, and the cost of their upkeep is the number of stops times 100. So for our example, Mongolia would have to pay 100g for the stay, Egypt 200g, and etc. The destination city has to pay no upkeep fee. Note that the fee is charged to the owner of the city, so there needs to be negotiation and compromise in order for a long caravan to work. So why caravans? This will be explained. So why use caravans, you ask? Well the answer to that questions is districts. Several trade districts will be outlined on the world map (i.e central desert, island chains, north and south hemisphere, etc.) and depending on your location, trading with towns in these different districts adds a % bonus on top of the basic trading bonus for the city. If you manage to get a trade caravan from the Han to Aresia, there will be a large percent bonus for the trade. Please note that a trade caravan takes a trade route for a city, so at "better trading" you could have 2 trade caravans and no regular trade routes, or have a mix, or no caravans at all. And THAT is my proposal for trade :thumbup:
  14. I will spend my starting points on: (Basic construction[Naval]) Naval Specialization (4) Basic Ship Building (2) Fishing (2) Medium Ship Building (5) (Basic construction[infastructure]) Civilization Specialization (2) Basic Infrastructure (2) (Basic farming) Irrigation (2) Crop Rotation (2) I am filling in my techs with green on the research tree, just so I can remember. [hide=research][/hide] Research begins on Animal Husbandry (0/4) Is tech trading going to be allowed? I don't think that it should be, or if it is that it must be limited (i.e. only being able to buy/sell one tech every 10 years).
  15. The map you used is missing sere, use my map and update over that.
  16. [hide=Tyre][/hide] [hide=World][/hide]
  17. Glad to have you onboard :grin:
  18. My capital: [hide=Tyre][/hide]
  19. Glad to have you onboard. Just curious, what nation are you going to be?
  20. I really like this map too, but for the sake of borders there needs to be a "flat" version.
  21. [citation needed] I remember seeing it in an article, I'll go and look for it again, but I know that there were studies on it.
  22. The style of that map is good, but it needs to be a little more diverse like how grim's is (i.e. more unique landmasses etc.)
  23. How is homosexuality natural if a practicing homosexual usually has a 20-25 year shorter lifespan?
  24. I think it would be nice to have some islands...
  25. The Huns and Mongols are two different tribes.

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